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	<updated>2026-06-10T03:57:49Z</updated>
	<subtitle>User Contributions</subtitle>
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Weakness_to_Poison&amp;diff=840224</id>
		<title>Skyrim talk:Weakness to Poison</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Weakness_to_Poison&amp;diff=840224"/>
		<updated>2012-01-01T06:50:29Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: Created page with '==Compounded Poisons== Can we assume that following up a Weakness to Poison attack with subsequent Weakness to Poison attacks increases the degree of each &amp;quot;dose&amp;quot;? Example, 1st at...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Compounded Poisons==&lt;br /&gt;
Can we assume that following up a Weakness to Poison attack with subsequent Weakness to Poison attacks increases the degree of each &amp;quot;dose&amp;quot;? Example, 1st attack administers Weakness to Poison 20%, and a second attack with the same poison results in a 24% Weakness, for a total 44% Weakness to Poison during the overlapping time of effect? I would think so, but Skyrim's mechanics differ enough from previous ES games to raise the question. [[Special:Contributions/75.47.107.236|75.47.107.236]] 06:50, 1 January 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Enchanting_Effects&amp;diff=840171</id>
		<title>Skyrim:Enchanting Effects</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Enchanting_Effects&amp;diff=840171"/>
		<updated>2012-01-01T05:56:06Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Apparel */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Trail|Skills}}{{#addtotrail:Enchanting}}{{#addtotrail:Magical Effects|separator=' / '}}&lt;br /&gt;
This page documents the '''[[Skyrim:Magical Effects|Magical Effects]]''' that can be used for '''[[Skyrim:Enchanting|Enchanting]]''' items.&lt;br /&gt;
==Enchantment Effects==&lt;br /&gt;
Enchantment effects can only be put on items that are equipped to certain locations.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
===Apparel Effects===&lt;br /&gt;
Base magnitude is the number shown when you hover over an enchantment without selecting it. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot; | Apparel Effect&lt;br /&gt;
!width=&amp;quot;60&amp;quot;| Head !! width=&amp;quot;60&amp;quot;| Neck !!width=&amp;quot;60&amp;quot; | Chest !! width=&amp;quot;60&amp;quot;| Arms !! width=&amp;quot;60&amp;quot;| Finger !! width=&amp;quot;60&amp;quot;| Feet !!width=&amp;quot;60&amp;quot;| Shield&lt;br /&gt;
!Base Magnitude&lt;br /&gt;
|-&lt;br /&gt;
!rowspan = &amp;quot;12&amp;quot; | Fortify Skill&lt;br /&gt;
! [[Skyrim:Fortify Alchemy|Alchemy]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +8%&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Archery|Archery]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +13% damage&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Barter|Barter]]&lt;br /&gt;
|         || {{Yes}} ||         ||         ||         ||         ||&lt;br /&gt;
| +8%&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Block|Block]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +13% damage blocked&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Heavy Armor|Heavy Armor]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Light Armor|Light Armor]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Lockpicking|Lockpicking]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +13%&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify One-handed|One-handed]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% damage&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Pickpocket|Pickpocket]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13%&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Smithing|Smithing]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +8%&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Sneak|Sneak]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13%&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Two-handed|Two-handed]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +13% damage&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;6&amp;quot; | Fortify Attribute&lt;br /&gt;
! [[Skyrim:Fortify Magicka|Magicka]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} ||         ||&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Regenerate Magicka|Regen Magicka]]&lt;br /&gt;
| {{Yes}} ||         || {{Yes}} ||         || {{Yes}} ||         ||&lt;br /&gt;
| +20%&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Health|Health]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Regenerate_Health|Regen Health]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         ||  &lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Stamina|Stamina]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +20&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Regenerate Stamina|Regen Stamina]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         ||         || {{Yes}} || &lt;br /&gt;
| +10%&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;6&amp;quot; | Resist&lt;br /&gt;
! [[Skyrim:Resist Fire|Fire]]&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist Frost|Frost]]&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist_Disease|Disease]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +25%&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist_Magic|Magic]]&amp;lt;ref name=&amp;quot;TwoVersions&amp;quot;&amp;gt;There are two versions of this effect, allowing it to be applied twice.  The second version is from the [[Skyrim:Leveled_Items#Shield_of_Solitude|Shield of Solitude]] and has a base magnitude of 10%.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +8%&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist_Poison|Poison]]&lt;br /&gt;
|         || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || {{Yes}}&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Resist Shock|Shock]]&lt;br /&gt;
|         || {{Yes}} ||         ||         || {{Yes}} || {{Yes}} || {{Yes}}&lt;br /&gt;
| +15%&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;6&amp;quot; | Other&lt;br /&gt;
! [[Skyrim:Fortify_Carry_Weight|Carry Weight]]&lt;br /&gt;
|         || {{Yes}} ||         || {{Yes}} || {{Yes}} || {{Yes}} || &lt;br /&gt;
| +15&lt;br /&gt;
|-&lt;br /&gt;
! Fortify (Magic School)&lt;br /&gt;
| {{Yes}} || {{Yes}} || {{Yes}} ||         || {{Yes}} ||         || &lt;br /&gt;
| -8% casting cost&lt;br /&gt;
|-&lt;br /&gt;
! Fortify (Magic School)&amp;lt;/br&amp;gt; and Magicka Regen&lt;br /&gt;
|         ||         || {{Yes}} ||         ||         ||         || &lt;br /&gt;
| -5% casting cost&amp;lt;/br&amp;gt;10% Magicka Regen&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fortify Unarmed Damage|Fortify Unarmed]]&lt;br /&gt;
|         ||         ||         || {{Yes}} || {{Yes}} ||         || &lt;br /&gt;
| +5 damage&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Muffle (effect)|Muffle]]&lt;br /&gt;
|         ||         ||         ||         ||         || {{Yes}} ||         || n/a&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Water_Breathing|Waterbreathing]]&lt;br /&gt;
| {{Yes}} || {{Yes}} ||         ||         || {{Yes}} ||         || &lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
!colspan = &amp;quot;2&amp;quot; | Apparel Effect&lt;br /&gt;
!width=&amp;quot;60&amp;quot;| Head !! width=&amp;quot;60&amp;quot;| Neck !!width=&amp;quot;60&amp;quot; | Chest !! width=&amp;quot;60&amp;quot;| Arms !! width=&amp;quot;60&amp;quot;| Finger !! width=&amp;quot;60&amp;quot;| Feet !!width=&amp;quot;60&amp;quot;| Shield&lt;br /&gt;
!Base Magnitude&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon Effects===&lt;br /&gt;
Base magnitude is the number shown when you hover over an enchantment without selecting it. It is equivalent to the magnitude with a Grand soul, 0 skill, and no perks. Base uses is defined the same way but cannot be seen directly without the use of the console.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Weapon Effect || School || Base Magnitude || Base Uses&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;3&amp;quot; | Absorb&lt;br /&gt;
! [[Skyrim:Absorb_Health|Health]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 8 || 22.6&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Absorb_Magicka|Magicka]]&amp;lt;ref name=&amp;quot;DuplicateEffect&amp;quot;&amp;gt;There are two versions of this effect, allowing it to be applied twice.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 15 || 35.1&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Absorb_Stamina|Stamina]]&amp;lt;ref name=&amp;quot;DuplicateEffect&amp;quot; /&amp;gt;&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 33.4&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;8&amp;quot; | Damage&lt;br /&gt;
! [[Skyrim:Briarheart_Geis_(effect)|Briarheart Geis]] &amp;lt;ref name =&amp;quot;BriarheartGeis&amp;quot;&amp;gt;This effect is found on the Briarheart Geis, a weapon that cannot be found in game.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || +5 damage vs. Nords || Infinite&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fire_Damage|Fire]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 69.2 &lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Frost_Damage|Frost]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10&amp;lt;br/&amp;gt;50% slow for 2s&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 55.5&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Huntsman's Prowess|Huntsman's Prowess]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || +3 damage vs. Animals || 265&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Damage_Magicka|Magicka]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 15 || 48.3&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Shock_Damage|Shock]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 10 || 54.9&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Silent Moons Enchant|Silent Moons Enchant]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || +10 damage under moonlight || 170&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Damage_Stamina|Stamina]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 15 || 24.2&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;3&amp;quot; | Repel&lt;br /&gt;
! [[Skyrim:Banish|Banish]]&lt;br /&gt;
| [[Skyrim:Conjuration|Conjuration]] || Level 10 || 5.50&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Fear|Fear]]&lt;br /&gt;
| [[Skyrim:Illusion|Illusion]] ||Level 10 || 44.7&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Turn_Undead|Turn Undead]]&lt;br /&gt;
| [[Skyrim:Restoration|Restoration]] || Level 10 || 24.2&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Apply Effect&lt;br /&gt;
! [[Skyrim:Paralyze|Paralyze]]&lt;br /&gt;
| [[Skyrim:Alteration|Alteration]] || 2s || 20.6&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Soul_Trap|Soul Trap]]&lt;br /&gt;
| [[Skyrim:Conjuration|Conjuration]] || 4s || 87.9&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = &amp;quot;2&amp;quot; | Special&lt;br /&gt;
! [[Skyrim:Soul_Trap|Fiery Soul Trap]]&lt;br /&gt;
| [[Skyrim:Conjuration|Conjuration]] || 4s&amp;lt;br/&amp;gt;10 fire damage&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 61.8&lt;br /&gt;
|-&lt;br /&gt;
! [[Skyrim:Smithing Expertise|Smithing Expertise]]&lt;br /&gt;
| [[Skyrim:Destruction|Destruction]] || 5 shock damage&amp;lt;br/&amp;gt;+5 Smithing&amp;lt;ref name=&amp;quot;FixedMagnitude&amp;quot;&amp;gt;The magnitude of this part of the effect is fixed regardless of skill, soul used, or perks.&amp;lt;/ref&amp;gt; || 66.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skill and Perk Interaction ====&lt;br /&gt;
* Elemental effects are affected by the appropriate [[Skyrim:Destruction|Destruction]] perks. If you have an elemental effect and the corresponding Destruction perk(s), and a second effect, the perk(s) affect both effects. If you have two  elemental effects and their corresponding Destruction  perks, both perks apply multiplicatively to both effects, giving up to a x2.25 multiplier. &lt;br /&gt;
* [[Skyrim:Stability|Stability]] affects the duration of [[Skyrim:Paralyze|Paralyze]] effects.&lt;br /&gt;
* [[Skyrim:Kindred Mage|Kindred Mage]] affects the level of [[Skyrim:Fear|Fear]] effects against appropriate NPCs.&lt;br /&gt;
* [[Skyrim:Aspect of Terror|Aspect of Terror]] does NOT affect the level of [[Skyrim:Fear|Fear]] effects.&lt;br /&gt;
* [[Skyrim:Necromage|Necromage]] affects the magnitude (damage or level) of all effects used against undead targets. In particular, this allows [[Skyrim:Turn Undead|Turn Undead]] effects of level 40 or higher to work on [[Skyrim:Dragon Priest|Dragon Priests]] (level 50). &lt;br /&gt;
* The total number of charges are increased by magicka cost reducing equipment and a high skill level in the respective magic school, but not by the Novice-Master perks.&lt;br /&gt;
* Damage Stamina is affected by both [[Skyrim:Fire Enchanter|Fire Enchanter]] and [[Skyrim:Augmented Flames|Augmented Flames]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Many Fortify Skill enchantments actually affect the action directly instead of increasing your skill.&lt;br /&gt;
* Fortify Archery, One-Handed, and Two-Handed are the most powerful offensive enchantments. At 100 Enchanting and with the appropriate perks, if you have the maximum four items enchanted with these, you will do +160% damage. Drinking a &amp;quot;+32% Fortify Enchanting&amp;quot; potion while enchanting further increases this to +188%. For comparison, the difference between having zero perks for a weapon and having all perks for a weapon is +100% damage.&lt;br /&gt;
* Resist Magic is probably the most powerful defensive enchantment, as it protects from a wide range of attacks. With the maximum of 85% Resist Magic you can ignore elemental traps and stand in a dragons breath attack without taking significant damage. With 100 Enchanting, the appropriate perks, a 32% Enchanting Potion, the Resist Magic disenchant from the Shield of Solitude and a normal Resist Magic disenchant, it is possible to get 104% magic resist just using a necklace and ring slot (Dual Enhanting each item with 29% and 23% Magic Resist).&lt;br /&gt;
* If you are mass enchanting your items, it is more profitable to do so with weapons.  Weapon enchant prices are calculated by base uses; the fewer base uses an enchant has, the more expensive the enchantment will be.  The Banish enchantment is by far the most profitable weapon enchantment.&lt;br /&gt;
* If you wish to mass enchant armor, the most profitable armor enchant at the petty gem level is Waterbreathing, which can be applied to helms, rings, and necklaces. (Waterbreathing has no magnitude or duration, so it is just as effective and valuable with a petty gem as it would be with a grand one.) If you use at least lesser soul gems, Fortify Sneak will surpass it.  However, no armor enchants are as profitable as the above-mentioned weapon ones.&lt;br /&gt;
&lt;br /&gt;
== Effect Charges and Strength ==&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
&lt;br /&gt;
The net magnitude of the effect follows this formula:&lt;br /&gt;
&lt;br /&gt;
 net magnitude = base magnitude * soul multiplier * skill multiplier * (1 + Enchanter perk) * (1 + specific perk modifier)&lt;br /&gt;
&lt;br /&gt;
Soul multiplier is as follows:&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| Grand || x1&lt;br /&gt;
|-&lt;br /&gt;
| Greater || x2/3&lt;br /&gt;
|-&lt;br /&gt;
| Common || x1/3&lt;br /&gt;
|-&lt;br /&gt;
| Lesser || x1/6&lt;br /&gt;
|-&lt;br /&gt;
| Petty || x1/12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Skill multiplier is approximately 1 + 0.3 * ((skill-10)/100)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
Maximum possible natural(without potions) multiplier with 100 Enchanting, 5 levels in Enchanter, appropriate +25% perk and Grand soul is 3.1075x.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
For weapons, you can select the magnitude of the effect up to a maximum. The maximum magnitude is similar to apparel, but not affected by the soul used:&lt;br /&gt;
&lt;br /&gt;
 maximum magnitude = effect's base magnitude * skill multiplier * (1 + Enchanter perk) * (1 + specific Enchanting perk modifier)&lt;br /&gt;
                   * (1 + elemental Destruction perk modifier)&lt;br /&gt;
                   + effect's base magnitude * skill multiplier * (1 + Enchanter perk) * (Potion effect)&lt;br /&gt;
&lt;br /&gt;
The number of uses does depend on the soul used, but not on perks (assuming maximum magnitude is used):&lt;br /&gt;
&lt;br /&gt;
 number of charges = soul multiplier * skill capacity multiplier&lt;br /&gt;
 skill capacity multiplier = (1 + sqrt(skill/200))&lt;br /&gt;
 charges per use = (magnitude / maximum magnitude)&amp;lt;sup&amp;gt;1.1&amp;lt;/sup&amp;gt; * skill cost multiplier / effect base uses&lt;br /&gt;
 skill cost multiplier = (1 - skill/200)&lt;br /&gt;
 net number of uses = number of charges / charges per use&lt;br /&gt;
&lt;br /&gt;
If the weapon has two effects, the charges per use are added together, resulting in fewer uses.&lt;br /&gt;
&lt;br /&gt;
The soul multiplier is the same as for apparel.&lt;br /&gt;
&lt;br /&gt;
A graph of the net use multiplier by Enchanting skill level:&lt;br /&gt;
&lt;br /&gt;
[[File:Skyrim enchantment net uses graph.png]]&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* The exponent of 1.1 in the number of charges consumed per use means that weapons are more efficient if a lower magnitude is picked. However, the effect is quite weak--halving the magnitude of an effect only improves the efficiency by about 7%. Therefore, for most enchantments it is best to use the maximum magnitude. Possible exceptions are enchantments which apply effects with a duration--since you can swing/fire your weapon fairly quickly, using a duration of more than a couple seconds is usually overkill and will drain your weapon much faster.&lt;br /&gt;
* The number of uses formula has an asymptote at 200 skill. For example, if you could get up to 199 Enchanting, your weapon would have x399.5 charges.&lt;br /&gt;
* The formula is based on the displayed number when enchanting the weapon. It is possible this does not work as advertised--see the talk page.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Bards_College&amp;diff=840093</id>
		<title>Skyrim:Bards College</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Bards_College&amp;diff=840093"/>
		<updated>2012-01-01T04:57:58Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Joining the Bard's College */ capitalization for His Regal Highness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{trail}}{{Place Summary&lt;br /&gt;
|type=Guild Hall&lt;br /&gt;
|zones=1&lt;br /&gt;
|image=SR-place-Bard's College.jpg&lt;br /&gt;
|imgdesc=Exterior of the College&lt;br /&gt;
|region=Haafingar&lt;br /&gt;
|occupants=[[Skyrim:Bard|Bards]]&lt;br /&gt;
|city=Solitude&lt;br /&gt;
|description=a musical school in [[Skyrim:Solitude|Solitude]]&lt;br /&gt;
|locationcode=SolitudeBardsCollege&lt;br /&gt;
|addbelow=The Bard's College is where any aspiring bard starts his career in tale-telling or song. It is located next door to [[Skyrim:Proudspire_Manor|Proudspire Manor]], near the [[Skyrim:Blue Palace|Blue Palace]] inside the walls of [[Skyrim:Solitude|Solitude]]. The College, though large, contains no notable items. Many of the bards around [[Lore:Skyrim|Skyrim]] were trained at the College, and will recommend that the player visit the College.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
==Joining the Bard's College==&lt;br /&gt;
Upon arriving at the Bard's College, the player is able to seek admittance. It is traditional for new Bards to perform a service to the college before they can be admitted, but there is a problem.  The head master [[Skyrim:Viarmo|Viarmo]] will say that no new bards can be admitted except at the festival of the burning of King Olaf, which that bards have held annually, but this year the Jarl wishes to cancel it as she feels it is in poor taste after the death of her husband.&lt;br /&gt;
&lt;br /&gt;
Viarmo will ask you to help him reinstate the festival sending you on a [[Skyrim:Tending the Flames|quest]] to retrieve a document lost long ago, an epitaph written at the ancient time of King Olaf's passing, and which he believes will help change the Jarl's mind. The document can be found near [[Skyrim:Dead Men's Respite|Dead Men's Respite]]. Once retrieved, return to [[Skyrim:Viarmo|Viarmo]]. You must help him fill in the gaps that are rampant in the document. Once forged, the headmaster takes the player to the [[Skyrim:Jarl|Jarl]], to try and reinstate the festival.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* It is important to note that despite joining the college and becoming a full-fledged bard by completing all the available quests, there is still no way as of yet to play any instrument in-game.&lt;br /&gt;
* Even after being admitted into the college, the beds are not open for the player to rest in, none of the items (mostly books) become free to take, and the player will not rise in ranks or take any active part in College business.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
{{Bug|For the three quests involving the retrieval of instruments, the script for removal of the quest items from one's inventory at the completion of the quest is bugged. As such, these items will permanently be in your inventory (they're flagged as Quest items). Owners of the PC version of Skyrim can use console commands to remove these items from their inventory.}}&lt;br /&gt;
{{Bug|Sometimes the objective &amp;quot;Investigate the Bards College&amp;quot; can not be completed. The quest Indicator points at the quest target but no dialogue options are present.|vn=1}}&lt;br /&gt;
{{Bug|Sometimes during the ceremony, the animation of Viarmo lighting the effigy will loop non-stop, never finishing the ceremony, causing all present to lose dialogue options. Waiting/fast traveling does not fix this. The only solution to this bug is to load a previously saved file.}}&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
*{{Quest Link|Tending the Flames}}&lt;br /&gt;
*Miscellaneous Quests:&lt;br /&gt;
**{{Quest Link|Finn's Lute}}&lt;br /&gt;
**{{Quest Link|Pantea's Flute}}&lt;br /&gt;
**{{Quest Link|Rjorn's Drum}}&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:200px; padding-right:0.5em;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
! Students&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:4px 3em 4px 4px;&amp;quot; |&lt;br /&gt;
;[[Skyrim:Aia Arria|Aia Arria]] &lt;br /&gt;
;[[Skyrim:Ataf|Ataf]]&lt;br /&gt;
;[[Skyrim:Illdi|Illdi]] &lt;br /&gt;
;[[Skyrim:Jorn|Jorn]]&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width:200px; padding-right:0.5em;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! Teachers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:4px 3em 4px 4px&amp;quot; |&lt;br /&gt;
;[[Skyrim:Giraud Gemane|Giraud Gemane]] {{Navimg|image=Trainicon_red.png|link=Skyrim:Speech|title=Speech Training (Master)}}&lt;br /&gt;
;[[Skyrim:Inge Six Fingers|Inge Six Fingers]] &lt;br /&gt;
;[[Skyrim:Pantea Ateia|Pantea Ateia]] &lt;br /&gt;
;[[Skyrim:Viarmo|Viarmo]]&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width:200px; padding-right:0.5em;&amp;quot; |&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! Staff&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:4px 3em 4px 4px;&amp;quot; |&lt;br /&gt;
;[[Skyrim:Bendt|Bendt]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Alchemy_Effects&amp;diff=840083</id>
		<title>Skyrim:Alchemy Effects</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Alchemy_Effects&amp;diff=840083"/>
		<updated>2012-01-01T04:41:42Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Standard Effects */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Alchemy}} [[Category:Skyrim-Magic]] [[Category:Skyrim-Magic-Effects]]&lt;br /&gt;
The following tables provide lists of all the [[Skyrim:Alchemy|alchemical]] effects and the [[Skyrim:Ingredients|ingredients]] with that effect. Details on the various effects can be found on the [[Skyrim:Magical Effects|Magical Effects]] page.  Green effects are positive effects and are used to create drinkable '''potion'''.  Red effects are negative effects used to create '''poisons''' that can be applied to weapons. It is not yet known what mechanism the game uses to determine if the product will be a potion or a poison if both positive and negative effects are present.&lt;br /&gt;
&lt;br /&gt;
The value of the effect is based upon an Alchemy skill of 100 without perks.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Standard Effects==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Ingredients&lt;br /&gt;
!Effect&lt;br /&gt;
![[Image:OBDamageIcon_small.png|Magnitude]]&lt;br /&gt;
![[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Cure Disease|Cure Disease]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(000AE722)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Charred Skeever Hide|Charred Skeever Hide]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hawk Feathers|Hawk Feathers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Mudcrab Chitin|Mudcrab Chitin]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Vampire Dust|Vampire Dust]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Cures all diseases&lt;br /&gt;
|5&lt;br /&gt;
|21&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Damage Health|Damage Health]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB42)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Crimson Nirnroot|Crimson Nirnroot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Deathbell|Deathbell]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Ectoplasm|Ectoplasm]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Falmer Ear|Falmer Ear]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Human Flesh|Human Flesh]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Human Heart|Human Heart]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Imp Stool|Imp Stool]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Jarrin Root|Jarrin Root]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Nightshade|Nightshade]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Nirnroot|Nirnroot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Red Mountain Flower|Red Mountain Flower]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:River Betty|River Betty]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Skeever Tail|Skeever Tail]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Small Antlers|Small Antlers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Troll Fat|Troll Fat]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Void Salts|Void Salts]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Causes poison damage&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Damage Magicka|Damage Magicka]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003A2B6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Butterfly Wing|Butterfly Wing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Chaurus Eggs|Chaurus Eggs]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Daedra Heart|Daedra Heart]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Eye of Sabre Cat|Eye of Sabre Cat]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Glow Dust|Glow Dust]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hagraven Feathers|Hagraven Feathers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hanging Moss|Hanging Moss]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Human Heart|Human Heart]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Jarrin Root|Jarrin Root]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Luna Moth Wing|Luna Moth Wing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Namira's Rot|Namira's Rot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Nordic Barnacle|Nordic Barnacle]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Drains the target's Magicka&lt;br /&gt;
|3&lt;br /&gt;
|52&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Damage Magicka Regen|Damage Magicka Regen]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00073F2B)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Bear Claws|Bear Claws]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Blue Butterfly Wing|Blue Butterfly Wing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Blue Mountain Flower|Blue Mountain Flower]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Chicken's Egg|Chicken's Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Glow Dust|Glow Dust]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hanging Moss|Hanging Moss]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Human Heart|Human Heart]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Jarrin Root|Jarrin Root]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Nightshade|Nightshade]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Spider Egg|Spider Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Spriggan Sap|Spriggan Sap]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Decrease target's Magicka regeneration by 100%&lt;br /&gt;
|5&lt;br /&gt;
|265&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Damage Stamina|Damage Stamina]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003A2C6)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Berit's Ashes|Berit's Ashes]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Blisterwort|Blisterwort]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Blue Butterfly Wing|Blue Butterfly Wing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Bone Meal|Bone Meal]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Canis Root|Canis Root]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Crimson Nirnroot|Crimson Nirnroot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Cyrodilic Spadetail|Cyrodilic Spadetail]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Giant's Toe|Giant's Toe]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Jarrin Root|Jarrin Root]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Nirnroot|Nirnroot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Rock Warbler Egg|Rock Warbler Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Spider Egg|Spider Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Drain the target's Stamina&lt;br /&gt;
|3&lt;br /&gt;
|43&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Damage Stamina Regen|Damage Stamina Regen]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00073F2C)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Creep Cluster|Creep Cluster]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Daedra Heart|Daedra Heart]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Frost Mirriam|Frost Mirriam]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Giant's Toe|Giant's Toe]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Histcarp|Histcarp]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Juniper Berries|Juniper Berries]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Large Antlers|Large Antlers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Silverside Perch|Silverside Perch]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Skeever Tail|Skeever Tail]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Wheat|Wheat]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Decrease target's Stamina regeneration by 100%&lt;br /&gt;
|5&lt;br /&gt;
|159&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Fear|Fear]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00073F20)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Blue Dartwing|Blue Dartwing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Cyrodilic Spadetail|Cyrodilic Spadetail]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Daedra Heart|Daedra Heart]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Namira's Rot|Namira's Rot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Powdered Mammoth Tusk|Powdered Mammoth Tusk]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Creatures and people flee for 30 seconds&lt;br /&gt;
|1&lt;br /&gt;
|120&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Alteration|Fortify Alteration]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB24)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Grass Pod|Grass Pod]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:River Betty|River Betty]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Spriggan Sap|Spriggan Sap]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Alteration spells last longer for 60 seconds&lt;br /&gt;
|4&lt;br /&gt;
|47&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Barter|Fortify Barter]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB23)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Butterfly Wing|Butterfly Wing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Dragon's Tongue|Dragon's Tongue]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hagraven Claw|Hagraven Claw]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Tundra Cotton|Tundra Cotton]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|You haggle for better prices for 30 seconds&lt;br /&gt;
|1&lt;br /&gt;
|48&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Block|Fortify Block]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB1C)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Bleeding Crown|Bleeding Crown]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Briar Heart|Briar Heart]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Honeycomb|Honeycomb]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Pearl|Pearl]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Slaughterfish Scales|Slaughterfish Scales]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Tundra Cotton|Tundra Cotton]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Blocking absorbs more damage for 60 seconds&lt;br /&gt;
|4&lt;br /&gt;
|118&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Carry Weight|Fortify Carry Weight]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB01)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Creep Cluster|Creep Cluster]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Giant's Toe|Giant's Toe]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hawk Beak|Hawk Beak]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:River Betty|River Betty]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Scaly Pholiota|Scaly Pholiota]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Wisp Wrappings|Wisp Wrappings]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Carrying capacity increases for 300 seconds&lt;br /&gt;
|4&lt;br /&gt;
|208&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Conjuration|Fortify Conjuration]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Berit's Ashes|Berit's Ashes]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Blue Butterfly Wing|Blue Butterfly Wing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Blue Mountain Flower|Blue Mountain Flower]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Bone Meal|Bone Meal]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Frost Salts|Frost Salts]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hagraven Feathers|Hagraven Feathers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Lavender|Lavender]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Conjuration spells last longer for 60 seconds&lt;br /&gt;
|5&lt;br /&gt;
|75&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Destruction|Fortify Destruction]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB26)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Beehive Husk|Beehive Husk]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Ectoplasm|Ectoplasm]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Glow Dust|Glow Dust]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Glowing Mushroom|Glowing Mushroom]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Nightshade|Nightshade]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Wisp Wrappings|Wisp Wrappings]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Destruction spells deal more damage for 60 seconds&lt;br /&gt;
|5&lt;br /&gt;
|151&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Enchanting|Fortify Enchanting]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB29)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Blue Butterfly Wing|Blue Butterfly Wing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hagraven Claw|Hagraven Claw]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Snowberries|Snowberries]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Spriggan Sap|Spriggan Sap]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|For 30 seconds, items are enchanted stronger&lt;br /&gt;
|1&lt;br /&gt;
|14&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Health|Fortify Health]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EAF3)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Bear Claws|Bear Claws]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Blue Mountain Flower|Blue Mountain Flower]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Giant's Toe|Giant's Toe]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Glowing Mushroom|Glowing Mushroom]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hanging Moss|Hanging Moss]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Wheat|Wheat]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Health is increased for 60 seconds&lt;br /&gt;
|4&lt;br /&gt;
|82&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Heavy Armor|Fortify Heavy Armor]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB1E)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Ice Wraith Teeth|Ice Wraith Teeth]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Sabre Cat Tooth|Sabre Cat Tooth]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Slaughterfish Scales|Slaughterfish Scales]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Thistle Branch|Thistle Branch]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:White Cap|White Cap]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Increase Heavy Armor skill for 60 seconds&lt;br /&gt;
|2&lt;br /&gt;
|55&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Illusion|Fortify Illusion]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB27)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Dragon's Tongue|Dragon's Tongue]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Dwarven Oil|Dwarven Oil]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Mora Tapinella|Mora Tapinella]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Scaly Pholiota|Scaly Pholiota]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Taproot|Taproot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Illusion spells are stronger for 60 seconds&lt;br /&gt;
|4&lt;br /&gt;
|94&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Light Armor|Fortify Light Armor]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB1F)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Beehive Husk|Beehive Husk]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hawk Feathers|Hawk Feathers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Honeycomb|Honeycomb]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Luna Moth Wing|Luna Moth Wing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Skeever Tail|Skeever Tail]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Increases Light Armor skill for 60 seconds&lt;br /&gt;
|2&lt;br /&gt;
|55&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Lockpicking|Fortify Lockpicking]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB21)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Falmer Ear|Falmer Ear]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Namira's Rot|Namira's Rot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Pine Thrush Egg|Pine Thrush Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Spider Egg|Spider Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Lockpicking is easier for 30 seconds&lt;br /&gt;
|2&lt;br /&gt;
|25&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Magicka|Fortify Magicka]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EAF8)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Briar Heart|Briar Heart]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Ectoplasm|Ectoplasm]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Histcarp|Histcarp]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Jazbay Grapes|Jazbay Grapes]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Red Mountain Flower|Red Mountain Flower]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Tundra Cotton|Tundra Cotton]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Void Salts|Void Salts]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Magicka is increased for 60 seconds&lt;br /&gt;
|4&lt;br /&gt;
|71&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Marksman|Fortify Marksman]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB1B)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Canis Root|Canis Root]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Elves Ear|Elves Ear]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Juniper Berries|Juniper Berries]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Spider Egg|Spider Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Bows do more damage for 60 seconds&lt;br /&gt;
|4&lt;br /&gt;
|118&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify One-handed|Fortify One-handed]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB19)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Bear Claws|Bear Claws]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Canis Root|Canis Root]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hanging Moss|Hanging Moss]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hawk Feathers|Hawk Feathers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Rock Warbler Egg|Rock Warbler Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Small Pearl|Small Pearl]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|One-handed weapons do more damage for 60 seconds&lt;br /&gt;
|4&lt;br /&gt;
|118&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Pickpocket|Fortify Pickpocket]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB20)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Blue Dartwing|Blue Dartwing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Nordic Barnacle|Nordic Barnacle]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Orange Dartwing|Orange Dartwing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Slaughterfish Egg|Slaughterfish Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Pickpocketing is easier for 60 seconds&lt;br /&gt;
|4&lt;br /&gt;
|118&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Restoration|Fortify Restoration]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB28)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Abecean Longfin|Abecean Longfin]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Cyrodilic Spadetail|Cyrodilic Spadetail]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Salt Pile|Salt Pile]]&amp;lt;ref name=&amp;quot;Salt&amp;quot;&amp;gt;[[Skyrim:Salt Pile|Salt Pile]] comes in two different varieties (regular and quest-specific) that share the same properties.&amp;lt;/ref&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Small Antlers|Small Antlers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Small Pearl|Small Pearl]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Restoration spells are stronger for 60 seconds&lt;br /&gt;
|4&lt;br /&gt;
|118&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Smithing|Fortify Smithing]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB1D)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Blisterwort|Blisterwort]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Glowing Mushroom|Glowing Mushroom]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Sabre Cat Tooth|Sabre Cat Tooth]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Spriggan Sap|Spriggan Sap]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|For 30 seconds, weapon and armor improving is better&lt;br /&gt;
|4&lt;br /&gt;
|82&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Sneak|Fortify Sneak]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB22)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Abecean Longfin|Abecean Longfin]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Beehive Husk|Beehive Husk]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Frost Mirriam|Frost Mirriam]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hawk Feathers|Hawk Feathers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Human Flesh|Human Flesh]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Powdered Mammoth Tusk|Powdered Mammoth Tusk]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Purple Mountain Flower|Purple Mountain Flower]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|You are harder to detect for 60 seconds&lt;br /&gt;
|4&lt;br /&gt;
|118&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Stamina|Fortify Stamina]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EAF9)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Chaurus Eggs|Chaurus Eggs]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Garlic|Garlic]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Large Antlers|Large Antlers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Lavender|Lavender]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Slaughterfish Egg|Slaughterfish Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Torchbug Thorax|Torchbug Thorax]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Stamina is increased for 60 seconds&lt;br /&gt;
|4&lt;br /&gt;
|71&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Fortify Two-handed|Fortify Two-handed]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB1A)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Dragon's Tongue|Dragon's Tongue]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Fly Amanita|Fly Amanita]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Troll Fat|Troll Fat]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Two-handed weapons do more damage for 60 seconds&lt;br /&gt;
|4&lt;br /&gt;
|118&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Frenzy|Frenzy]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00073F29)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Blisterwort|Blisterwort]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Falmer Ear|Falmer Ear]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Fly Amanita|Fly Amanita]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hagraven Feathers|Hagraven Feathers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Human Heart|Human Heart]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Troll Fat|Troll Fat]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Creatures and people will attack anything nearby for 10 seconds&lt;br /&gt;
|1&lt;br /&gt;
|107&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Invisibility|Invisibility]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB3D)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Chaurus Eggs|Chaurus Eggs]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Crimson Nirnroot|Crimson Nirnroot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Ice Wraith Teeth|Ice Wraith Teeth]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Luna Moth Wing|Luna Moth Wing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Nirnroot|Nirnroot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Vampire Dust|Vampire Dust]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Invisibility&lt;br /&gt;
|4&lt;br /&gt;
|261&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Lingering Damage Health|Lingering Damage Health]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0010AA4A)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Imp Stool|Imp Stool]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Mora Tapinella|Mora Tapinella]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Orange Dartwing|Orange Dartwing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Slaughterfish Egg|Slaughterfish Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Slaughterfish Scales|Slaughterfish Scales]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Causes poison damage for 10 seconds&lt;br /&gt;
|1&lt;br /&gt;
|86&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Lingering Damage Magicka|Lingering Damage Magicka]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0010DE5F)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Hagraven Claw|Hagraven Claw]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Purple Mountain Flower|Purple Mountain Flower]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Swamp Fungal Pod|Swamp Fungal Pod]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Torchbug Thorax|Torchbug Thorax]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Wheat|Wheat]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Drains the target's Magicka for 10 seconds&lt;br /&gt;
|1&lt;br /&gt;
|71&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Lingering Damage Stamina|Lingering Damage Stamina]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0010DE5E)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Butterfly Wing|Butterfly Wing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Chicken's Egg|Chicken's Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Nightshade|Nightshade]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Small Antlers|Small Antlers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Drain the target's Stamina for 10 seconds&lt;br /&gt;
|1&lt;br /&gt;
|12&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Paralysis|Paralysis]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00073F30)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Briar Heart|Briar Heart]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Canis Root|Canis Root]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Human Flesh|Human Flesh]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Imp Stool|Imp Stool]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Swamp Fungal Pod|Swamp Fungal Pod]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Target is paralyzed&lt;br /&gt;
|1&lt;br /&gt;
|285&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Ravage Health|Ravage Health]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00073F26)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Cyrodilic Spadetail|Cyrodilic Spadetail]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Eye of Sabre Cat|Eye of Sabre Cat]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Giant Lichen|Giant Lichen]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Jazbay Grapes|Jazbay Grapes]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Silverside Perch|Silverside Perch]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Skeever Tail|Skeever Tail]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Causes concentrated poison damage&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Ravage Magicka|Ravage Magicka]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00073F27)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Frost Mirriam|Frost Mirriam]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Grass Pod|Grass Pod]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Lavender|Lavender]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Orange Dartwing|Orange Dartwing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Red Mountain Flower|Red Mountain Flower]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:White Cap|White Cap]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Concentrated poison damages Magicka&lt;br /&gt;
|2&lt;br /&gt;
|15&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Ravage Stamina|Ravage Stamina]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00073F23)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Bee|Bee]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Berit's Ashes|Berit's Ashes]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Bone Meal|Bone Meal]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Deathbell|Deathbell]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Honeycomb|Honeycomb]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Thistle Branch|Thistle Branch]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Concentrated poison damages Stamina&lt;br /&gt;
|2&lt;br /&gt;
|24&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Regenerate Health|Regenerate Health]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB06)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Garlic|Garlic]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Juniper Berries|Juniper Berries]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Luna Moth Wing|Luna Moth Wing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Namira's Rot|Namira's Rot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Nordic Barnacle|Nordic Barnacle]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Vampire Dust|Vampire Dust]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Health regenerates faster for 300 seconds&lt;br /&gt;
|5&lt;br /&gt;
|177&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Regenerate Magicka|Regenerate Magicka]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB07)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Dwarven Oil|Dwarven Oil]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Fire Salts|Fire Salts]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Garlic|Garlic]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Jazbay Grapes|Jazbay Grapes]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Moon Sugar|Moon Sugar]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Salt Pile|Salt Pile]]&amp;lt;ref name=&amp;quot;Salt&amp;quot; /&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Taproot|Taproot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Magicka regenerates faster for 300 seconds&lt;br /&gt;
|5&lt;br /&gt;
|177&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Regenerate Stamina|Regenerate Stamina]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB08)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Bee|Bee]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Fly Amanita|Fly Amanita]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Mora Tapinella|Mora Tapinella]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Scaly Pholiota|Scaly Pholiota]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Stamina regenerates faster for 300 seconds&lt;br /&gt;
|5&lt;br /&gt;
|177&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Resist Fire|Resist Fire]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EAEA)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Berit's Ashes|Berit's Ashes]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Bone Meal|Bone Meal]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Dragon's Tongue|Dragon's Tongue]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Elves Ear|Elves Ear]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Fire Salts|Fire Salts]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Fly Amanita|Fly Amanita]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Mudcrab Chitin|Mudcrab Chitin]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Snowberries|Snowberries]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Resist fire damage for 60 seconds&lt;br /&gt;
|3&lt;br /&gt;
|86&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Resist Frost|Resist Frost]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EAEB)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Frost Mirriam|Frost Mirriam]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Frost Salts|Frost Salts]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hawk Beak|Hawk Beak]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Moon Sugar|Moon Sugar]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Purple Mountain Flower|Purple Mountain Flower]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Silverside Perch|Silverside Perch]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Slaughterfish Scales|Slaughterfish Scales]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Small Pearl|Small Pearl]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Snowberries|Snowberries]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Thistle Branch|Thistle Branch]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Resist frost damage for 60 seconds&lt;br /&gt;
|3&lt;br /&gt;
|86&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Resist Magic|Resist Magic]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00039E51)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Bleeding Crown|Bleeding Crown]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Chicken's Egg|Chicken's Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Crimson Nirnroot|Crimson Nirnroot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hagraven Claw|Hagraven Claw]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Lavender|Lavender]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Nirnroot|Nirnroot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Tundra Cotton|Tundra Cotton]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Void Salts|Void Salts]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Wisp Wrappings|Wisp Wrappings]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Resist magic for 60 seconds&lt;br /&gt;
|1&lt;br /&gt;
|51&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Resist Poison|Resist Poison]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00090041)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Beehive Husk|Beehive Husk]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Charred Skeever Hide|Charred Skeever Hide]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Falmer Ear|Falmer Ear]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Garlic|Garlic]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Grass Pod|Grass Pod]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Mudcrab Chitin|Mudcrab Chitin]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Slaughterfish Egg|Slaughterfish Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Thistle Branch|Thistle Branch]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Troll Fat|Troll Fat]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Resist poison for 60 seconds&lt;br /&gt;
|4&lt;br /&gt;
|118&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Resist Shock|Resist Shock]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EAEC)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Blue Dartwing|Blue Dartwing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Glow Dust|Glow Dust]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Glowing Mushroom|Glowing Mushroom]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hawk Beak|Hawk Beak]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Pearl|Pearl]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Pine Thrush Egg|Pine Thrush Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Snowberries|Snowberries]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Swamp Fungal Pod|Swamp Fungal Pod]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Resist shock damage for 60 seconds&lt;br /&gt;
|3&lt;br /&gt;
|86&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Restore Health|Restore Health]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB15)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Blisterwort|Blisterwort]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Blue Dartwing|Blue Dartwing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Blue Mountain Flower|Blue Mountain Flower]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Butterfly Wing|Butterfly Wing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Charred Skeever Hide|Charred Skeever Hide]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Daedra Heart|Daedra Heart]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Eye of Sabre Cat|Eye of Sabre Cat]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Imp Stool|Imp Stool]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Rock Warbler Egg|Rock Warbler Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Swamp Fungal Pod|Swamp Fungal Pod]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Wheat|Wheat]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Restore Health&lt;br /&gt;
|5&lt;br /&gt;
|21&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Restore Magicka|Restore Magicka]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB17)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Briar Heart|Briar Heart]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Creep Cluster|Creep Cluster]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Dwarven Oil|Dwarven Oil]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Ectoplasm|Ectoplasm]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Elves Ear|Elves Ear]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Fire Salts|Fire Salts]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Frost Salts|Frost Salts]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Giant Lichen|Giant Lichen]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Grass Pod|Grass Pod]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Human Flesh|Human Flesh]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Moon Sugar|Moon Sugar]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Mora Tapinella|Mora Tapinella]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Pearl|Pearl]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Red Mountain Flower|Red Mountain Flower]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Taproot|Taproot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Vampire Dust|Vampire Dust]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:White Cap|White Cap]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Restore Magicka&lt;br /&gt;
|5&lt;br /&gt;
|25&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Restore Stamina|Restore Stamina]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003EB16)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Bear Claws|Bear Claws]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Bee|Bee]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Charred Skeever Hide|Charred Skeever Hide]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Eye of Sabre Cat|Eye of Sabre Cat]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hawk Beak|Hawk Beak]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Histcarp|Histcarp]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Honeycomb|Honeycomb]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Large Antlers|Large Antlers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Mudcrab Chitin|Mudcrab Chitin]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Orange Dartwing|Orange Dartwing]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Pearl|Pearl]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Pine Thrush Egg|Pine Thrush Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Powdered Mammoth Tusk|Powdered Mammoth Tusk]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Purple Mountain Flower|Purple Mountain Flower]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Sabre Cat Tooth|Sabre Cat Tooth]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Silverside Perch|Silverside Perch]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Small Pearl|Small Pearl]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Torchbug Thorax|Torchbug Thorax]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Wisp Wrappings|Wisp Wrappings]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Restore Stamina&lt;br /&gt;
|5&lt;br /&gt;
|25&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Slow|Slow]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00073F25)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Deathbell|Deathbell]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Large Antlers|Large Antlers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:River Betty|River Betty]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Salt Pile|Salt Pile]] &amp;lt;ref name=&amp;quot;Salt&amp;quot; /&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
|Target moves at 50% speed&lt;br /&gt;
|5&lt;br /&gt;
|247&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectPos&amp;quot;|[[Skyrim:Waterbreathing|Waterbreathing]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(0003AC2D)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Chicken's Egg|Chicken's Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Histcarp|Histcarp]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Nordic Barnacle|Nordic Barnacle]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Can breathe underwater&lt;br /&gt;
|5&lt;br /&gt;
|100&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Weakness to Fire|Weakness to Fire]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00073F2D)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Bleeding Crown|Bleeding Crown]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Frost Salts|Frost Salts]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Ice Wraith Teeth|Ice Wraith Teeth]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Juniper Berries|Juniper Berries]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Moon Sugar|Moon Sugar]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Powdered Mammoth Tusk|Powdered Mammoth Tusk]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Target is weaker to fire damage for 30 seconds&lt;br /&gt;
|3&lt;br /&gt;
|48&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Weakness to Frost|Weakness to Frost]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00073F2E)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Abecean Longfin|Abecean Longfin]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Elves Ear|Elves Ear]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Fire Salts|Fire Salts]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Ice Wraith Teeth|Ice Wraith Teeth]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:White Cap|White Cap]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Target is weaker to frost damage for 30 seconds&lt;br /&gt;
|3&lt;br /&gt;
|40&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Weakness to Magic|Weakness to Magic]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00073F51)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Creep Cluster|Creep Cluster]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Dwarven Oil|Dwarven Oil]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Jazbay Grapes|Jazbay Grapes]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Rock Warbler Egg|Rock Warbler Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Salt Pile|Salt Pile]] &amp;lt;ref name=&amp;quot;Salt&amp;quot; /&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Scaly Pholiota|Scaly Pholiota]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Taproot|Taproot]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Torchbug Thorax|Torchbug Thorax]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Target is weaker to magic for 30 seconds&lt;br /&gt;
|2&lt;br /&gt;
|51&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Weakness to Poison|Weakness to Poison]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00090042)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Abecean Longfin|Abecean Longfin]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Bleeding Crown|Bleeding Crown]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Chaurus Eggs|Chaurus Eggs]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Deathbell|Deathbell]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Giant Lichen|Giant Lichen]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Pine Thrush Egg|Pine Thrush Egg]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Sabre Cat Tooth|Sabre Cat Tooth]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Small Antlers|Small Antlers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Target is weaker to poison damage for 30 seconds&lt;br /&gt;
|2&lt;br /&gt;
|51&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
!class=&amp;quot;EffectNeg&amp;quot;|[[Skyrim:Weakness to Shock|Weakness to Shock]]&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(00073F2F)&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
[[Skyrim:Bee|Bee]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Giant Lichen|Giant Lichen]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Hagraven Feathers|Hagraven Feathers]] &amp;lt;br/&amp;gt;&lt;br /&gt;
[[Skyrim:Void Salts|Void Salts]] &amp;lt;br/&amp;gt;&lt;br /&gt;
|Target is weaker to shock damage for 30 seconds&lt;br /&gt;
|3&lt;br /&gt;
|56&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Modified Effects==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Ingredient&lt;br /&gt;
!Ingredient&lt;br /&gt;
![[Image:OBDamageIcon_small.png|Magnitude]]&lt;br /&gt;
![[Image:OBValueIcon_small.png|Value]]&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;EffectPos&amp;quot; | [[Skyrim:Cure Disease|Cure Disease]]&lt;br /&gt;
| [[Skyrim:Charred Skeever Hide|Charred Skeever Hide]] || [[Skyrim:Hawk Feathers|Hawk Feathers]]&lt;br /&gt;
| 2 || {{FC|red|'''7'''}} [[#Modified_Effect_Notes|(21*)]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=5 class=&amp;quot;EffectNeg&amp;quot; | [[Skyrim:Damage Health|Damage Health]]&lt;br /&gt;
| [[Skyrim:Jarrin Root|Jarrin Root]] || Any&lt;br /&gt;
| {{FC|green|'''200'''}} [[#Modified_Effect_Notes|(2*)]] || {{FC|green|'''581'''}} [[#Modified_Effect_Notes|(3*)]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Skyrim:River Betty|River Betty]] || Any except [[Skyrim:Jarrin Root|Jarrin Root]]&lt;br /&gt;
| {{FC|green|'''5'''}} [[#Modified_Effect_Notes|(2*)]] || {{FC|green|'''126'''}} [[#Modified_Effect_Notes|(3*)]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Nirnroot|Nirnroot]] || Any except [[Skyrim:Jarrin Root|Jarrin Root]] and [[Skyrim:River Betty|River Betty]]&lt;br /&gt;
| 2 || {{FC|green|'''46'''}} [[#Modified_Effect_Notes|(3*)]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Crimson Nirnroot|Crimson Nirnroot]] || Any except [[Skyrim:Jarrin Root|Jarrin Root]], [[Skyrim:River Betty|River Betty]], and [[Skyrim:Nirnroot|Nirnroot]]&lt;br /&gt;
| {{FC|green|'''6'''}} [[#Modified_Effect_Notes|(2*)]] || {{FC|green|'''12'''}} [[#Modified_Effect_Notes|(3*)]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Skyrim:Deathbell|Deathbell]] || Any except [[Skyrim:Jarrin Root|Jarrin Root]], [[Skyrim:River Betty|River Betty]], [[Skyrim:Nirnroot|Nirnroot]], and [[Skyrim:Crimson Nirnroot|Crimson Nirnroot]]&lt;br /&gt;
| {{FC|green|'''3'''}} [[#Modified_Effect_Notes|(2*)]] || {{FC|green|'''5'''}} [[#Modified_Effect_Notes|(3*)]]&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;EffectNeg&amp;quot; | [[Skyrim:Damage Stamina|Damage Stamina]]&lt;br /&gt;
| [[Skyrim:Crimson Nirnroot|Crimson Nirnroot]] || Any&lt;br /&gt;
| {{FC|green|'''9'''}} [[#Modified_Effect_Notes|(3*)]] || {{FC|green|'''144'''}} [[#Modified_Effect_Notes|(43*)]]&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;EffectPos&amp;quot; | [[Skyrim:Fortify Block|Fortify Block]]&lt;br /&gt;
| [[Skyrim:Briar Heart|Briar Heart]] || [[Skyrim:Honeycomb|Honeycomb]]&lt;br /&gt;
| {{FC|red|'''2'''}} [[#Modified_Effect_Notes|(4*)]] || {{FC|red|'''55'''}} [[#Modified_Effect_Notes|(118*)]]&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;EffectPos&amp;quot; | [[Skyrim:Fortify Destruction|Fortify Destruction]]&lt;br /&gt;
| [[Skyrim:Ectoplasm|Ectoplasm]] || [[Skyrim:Nightshade|Nightshade]]&lt;br /&gt;
| {{FC|red|'''4'''}} [[#Modified_Effect_Notes|(5*)]] || {{FC|red|'''118'''}} [[#Modified_Effect_Notes|(151*)]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 class=&amp;quot;EffectPos&amp;quot; | [[Skyrim:Fortify Health|Fortify Health]]&lt;br /&gt;
| [[Skyrim:Giant's Toe|Giant's Toe]] || Any&lt;br /&gt;
| 4 || {{FC|green|'''486'''}} [[#Modified_Effect_Notes|(82*)]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=4 | This effect has a 300 second duration compared to normal [[Skyrim:Fortify Health|Fortify Health]] 60 second durations.&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;EffectNeg&amp;quot; | [[Skyrim:Ravage Stamina|Ravage Stamina]]&lt;br /&gt;
| [[Skyrim:Deathbell|Deathbell]] || Any&lt;br /&gt;
| 2 || {{FC|green|'''52'''}} [[#Modified_Effect_Notes|(24*)]]&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;EffectPos&amp;quot; | [[Skyrim:Resist Poison|Resist Poison]]&lt;br /&gt;
| [[Skyrim:Beehive Husk|Beehive Husk]] || [[Skyrim:Thistle Branch|Thistle Branch]]&lt;br /&gt;
| {{FC|red|'''2'''}} [[#Modified_Effect_Notes|(4*)]] || {{FC|red|'''55'''}} [[#Modified_Effect_Notes|(118*)]]&lt;br /&gt;
|-&lt;br /&gt;
! class=&amp;quot;EffectPos&amp;quot; | [[Skyrim:Restore Health|Restore Health]]&lt;br /&gt;
| [[Skyrim:Blisterwort|Blisterwort]] || [[Skyrim:Imp Stool|Imp Stool]]&lt;br /&gt;
| {{FC|red|'''3'''}} [[#Modified_Effect_Notes|(5*)]] || {{FC|red|'''12'''}} [[#Modified_Effect_Notes|(21*)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modified Effect Notes===&lt;br /&gt;
* Any magnitudes or values in {{FC|green|'''green'''}} are greater than the normal magnitudes or values in the effect table.&lt;br /&gt;
* Any magnitudes or values in {{FC|red|'''red'''}} are less than the normal magnitudes or values in the effect table.&lt;br /&gt;
* The original magnitude or value from the standard effect is shown in parenthesis for comparison.&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Chillwind_Depths&amp;diff=840047</id>
		<title>Skyrim:Chillwind Depths</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Chillwind_Depths&amp;diff=840047"/>
		<updated>2012-01-01T04:14:23Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: location&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Cave&lt;br /&gt;
|zones=1&lt;br /&gt;
|image=SR-place-Chillwind_Depths.jpg&lt;br /&gt;
|imgdesc=Chillwind Depths&lt;br /&gt;
|region=Hjaalmarch&lt;br /&gt;
|occupants=[[Skyrim:Falmer|Falmer]], [[Skyrim:Frostbite Spider|Frostbite Spider]], [[Skyrim:Chaurus|Chaurus]]&lt;br /&gt;
|location=On the border of [[Skyrim:Hjaalmarch|Hjaalmarch]] and The Reach, south of [[Skyrim:Dragon Bridge|Dragon Bridge]] and north of [[Skyrim:Rorikstead|Rorikstead]]&lt;br /&gt;
|description=A mountain cavern on the border of Hjaalmarch and The Reach.&lt;br /&gt;
|locationcode=ChillwindDepths01&lt;br /&gt;
|dungeon=1&lt;br /&gt;
|clearable=1&lt;br /&gt;
|marker_id=Cave&lt;br /&gt;
|orenum=1&lt;br /&gt;
|orenum2=2&lt;br /&gt;
|oretype=Iron&lt;br /&gt;
|oretype2=Orichalcum&lt;br /&gt;
}} [[Category:Skyrim-Places-Falmer_Hives]]&lt;br /&gt;
== Notes ==&lt;br /&gt;
* An Adventurer's Journal in an abandoned camp on the main road tells of the adventurer's curiosity regarding an attack on a trade caravan, and his intention to investigate, leading him to this cave.&lt;br /&gt;
* This cave is one of the many possible locations of [[Skyrim:Meridia's Beacon|Meridia's Beacon]].&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
== Interior: ''Chillwind Depths'' ==&lt;br /&gt;
===Enemies===&lt;br /&gt;
*5 small Frostbite Spiders&lt;br /&gt;
*3 medium Frostbite Spiders&lt;br /&gt;
*15 Falmers&lt;br /&gt;
*2  chauruses&lt;br /&gt;
*2 chaurus reapers&lt;br /&gt;
*1 Falmer Nightprowler&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
*1 pressure plate-activated sword trap in a small walkway&lt;br /&gt;
&lt;br /&gt;
===Ingredients===&lt;br /&gt;
The following ingredients can be found in Chillwind Depths:&lt;br /&gt;
*[[Skyrim:Glowing Mushroom|Glowing Mushroom]]&lt;br /&gt;
*[[Skyrim:Blisterwort|Blisterwort]]&lt;br /&gt;
*[[Skyrim:Bleeding Crown|Bleeding Crown]]&lt;br /&gt;
*[[Skyrim:Chaurus Eggs|Chaurus Eggs]]&lt;br /&gt;
*[[Skyrim:Fly Amanita|Fly Amanita]]&lt;br /&gt;
*[[Skyrim:Imp Stool|Imp Stool]]&lt;br /&gt;
*[[Skyrim:Mora Tapinella|Mora Tapinella]]&lt;br /&gt;
*[[Skyrim:Namira's Rot|Namira's Rot]]&lt;br /&gt;
*[[Skyrim:White Cap|White Cap]]&lt;br /&gt;
*[[Skyrim:Falmer Ear|Falmer Ear]]&lt;br /&gt;
*[[Skyrim:Spider Egg|Spider Egg]]&lt;br /&gt;
*1 [[Skyrim:Blue Mountain Flower|Blue Mountain Flower]]&lt;br /&gt;
*1 [[Skyrim:Frost Mirriam|Frost Mirriam]]&lt;br /&gt;
&lt;br /&gt;
===Items of significance===&lt;br /&gt;
*1 [[Skyrim:Orichalcum Ore|Orichalcum Ore]] vein &lt;br /&gt;
*[[Skyrim:Advances in Lockpicking|Advances in Lockpicking]]&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
There is 1 named character found in the cave, named [[Skyrim:Firir|Firir]]. He is found dead in a Falmer cage and possesses a [[Skyrim:Torn Note|Torn Note]] in which he pleads in his final days of life for forgiveness from who appears to be his lover, [[Skyrim:Eydis|Eydis]]. However, when Eydis is located at the [[Skyrim:Old Hroldan Inn|Old Hroldan Inn]], there is no special dialogue option available regarding Firir.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Instructions: If this place is related to any quests, uncomment this section and replace 'Quest Name' with the quest's name--&amp;gt;&amp;lt;!--&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Quest Name}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Stub|Place}}&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Halted_Stream_Camp&amp;diff=840021</id>
		<title>Skyrim:Halted Stream Camp</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Halted_Stream_Camp&amp;diff=840021"/>
		<updated>2012-01-01T03:57:23Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Notes */ run-on&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Camp&lt;br /&gt;
|zones=1&lt;br /&gt;
|image=SR-place-Halted Stream Camp.jpg&lt;br /&gt;
|imgdesc=Halted Stream Camp, a bandit fort.&lt;br /&gt;
|region=Whiterun Hold&lt;br /&gt;
|occupants=[[Skyrim:Bandit|Bandits]]&lt;br /&gt;
|location=Northwest of Whiterun&lt;br /&gt;
|description= a cavern overlain with a wooden fort. It has become a base of operation for bandits. The camp is located Northwest of the [[Skyrim:Whitewatch Tower|Whitewatch Tower]].&lt;br /&gt;
|locationcode=HaltedStreamCamp01, HaltedStreamCampExterior01, HaltedStreamCampExterior02&lt;br /&gt;
|dungeon=1&lt;br /&gt;
|clearable=1&lt;br /&gt;
|marker_id=Camp&lt;br /&gt;
|orenum=2&lt;br /&gt;
|orenum2=16&lt;br /&gt;
|oretype=Corundum&lt;br /&gt;
|oretype2=Iron&lt;br /&gt;
|forge=1&lt;br /&gt;
|grindstone=2&lt;br /&gt;
|tanning=2&lt;br /&gt;
}} [[Category:Skyrim-Places-Bandit_Camps]]&lt;br /&gt;
== Exterior ==&lt;br /&gt;
The camp is surrounded by a palisade wall, with the north side protected by a rocky hill.  Four bandits keep watch over the camp, using raised platforms around the perimeter.  A tanning rack, wood chopping block, and grindstone can be found within the camp.  There are two chests, one of which is trapped.&lt;br /&gt;
&lt;br /&gt;
== Interior ==&lt;br /&gt;
&lt;br /&gt;
As you first descend into the mine you will find a lone outlaw bandit mining, who is carrying the Halted Stream Camp key. On opening&lt;br /&gt;
the locked door and descending deeper you will find the main chamber, where two outlaw bandits and one bandit chief await. After passing through this chamber, a tunnel leads up, back to Skyrim, but beware of a fire trap that lies in your path. Through this exit lies an impassable barrier of wooden spikes at the bottom of a deep shaft, though there may be minor loot to be found. &lt;br /&gt;
&lt;br /&gt;
It contains 16 Iron Ore veins and 1 Corundum Ore vein. At the very end of the mine is located a blacksmiths forge, grinding wheel, and tanning rack. Also at the very end on a table there is the [[Skyrim:Spell Tome: Transmute Mineral Ore|Spell Tome: Transmute Mineral Ore]].&lt;br /&gt;
&lt;br /&gt;
The Iron ore is mainly found in the two tunnels leading from, and to the main chamber. The Corundum ore is to be found at the base &lt;br /&gt;
of a bed found on a raised platform in the main chamber.&lt;br /&gt;
&lt;br /&gt;
The [[Skyrim:Poacher's Axe|Poacher's Axe]], an unique enchanted weapon, can be found on one of the bandits in the mine.&lt;br /&gt;
&lt;br /&gt;
== Ingredients ==&lt;br /&gt;
&lt;br /&gt;
*2 [[Skyrim:Bleeding Crown|Bleeding Crown]]&lt;br /&gt;
*5 [[Skyrim:Fly Amanita|Fly Amanita]]&lt;br /&gt;
*1 [[Skyrim:White Cap|White Cap]]&lt;br /&gt;
&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
For all of the following quests, Halted Stream Camp is just one of several possible random destinations&lt;br /&gt;
* {{Quest Link|Amulet of the Moon}}&lt;br /&gt;
* {{Quest Link|Bounty: Bandit Boss}}&lt;br /&gt;
* {{Quest Link|Dungeon Delving (Bandits)}}&lt;br /&gt;
* {{Quest Link|Trouble in Skyrim}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*This is a good place to retrieve a [[Skyrim:Mammoth Tusk|mammoth tusk]] for [[Skyrim:Ysolda|Ysolda]], as the bandits have killed mammoths using nearby pit traps. There are five in the main chamber and three on a cart in the first hallway.&lt;br /&gt;
*At the end of the mine you will find a blacksmith furnace, grinding wheel and tanning rack.&lt;br /&gt;
*Be wary of two pressure plate trigger traps at both entrances that were set up by the inhabitants of the area.&lt;br /&gt;
*At the very end of the mine is an exit that leads into a pit used by the poachers to trap animals, you can find 3 bags of gold here and some unfortunate soul that fell into the pit. &lt;br /&gt;
* The pit at the other end of the mine also has several spikes that act as infinite traps. Because of this it makes a great place to level your Restoration skill as you can hurt yourself on the spikes, heal and repeat. As each Health point healed adds to your experience bar its a great way to power level restoration magic. Just be careful and save often as you can quickly kill yourself if you're not careful.&lt;br /&gt;
*Remember to get the transmute tome on the table, as it can be very useful considering the amount of iron you can get from here and other places cheaply to make a decent profit.&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Illusion&amp;diff=837532</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=837532"/>
		<updated>2011-12-30T10:59:49Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Fear */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spell Effects==&lt;br /&gt;
&lt;br /&gt;
Most of the effects listed in the Spell Effects section do not exist in Skyrim.  In particular, there are no Illusion spells for Charm, Command Creature, Command Humanoid, Frenzy, or Night-Eye.  {{unsigned|99.188.122.91|17 November 2011}}&lt;br /&gt;
:As Skyrim has just been released and there is a mass of editing going on at the moment, it'll be some time before all the details have been ironed out on the wiki.  Feel free to join up as an editor and help add/remove the details you know about.  Check out the 'How to Contribute' section on the left under the search bar.  —[[User:Daniellibus|Daniellibus]] &amp;lt;sup&amp;gt;[[Special:Emailuser/Daniellibus|E]] • [[User talk:Daniellibus|T]] • [[Special:Contributions/Daniellibus|C]]&amp;lt;/sup&amp;gt; 13:32, 17 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Also some, if not all, of those effects are in game. Night-eye seems to be exclusive to Khajiit, Charm and Frenzy seem to be something like Calm and Fury etc etc.--[[User:Dro&amp;amp;#39;Bakha|Dro&amp;amp;#39;Bakha]] 13:36, 17 November 2011 (UTC)&lt;br /&gt;
::: Fury spells provide Frenzy effects. Some of the other things are in, but it's true that according to current lists they are not provided by Illusion spells specifically. Night-Eye, for example, I have only seen in Power guise. [[Special:Contributions/81.233.217.129|81.233.217.129]] 14:19, 17 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: On that note, has anyone spotted &amp;quot;Silence&amp;quot; as a castable spell? [[User:Callnot|Callnot]] 05:20, 19 November 2011 (UTC)&lt;br /&gt;
::::: Have not seen silence, but you can use fury or calm like silence to make a mage just go blade only. --[[User:Cdevine|Cdevine]] 04:49, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have removed the non-existent spells and put those with the same general class of effect but at higher levels on the same line together.  [[User:Kalevala|Kalevala]] 04:17, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Higher Level Opponents&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Will it be possible to quantify what is meant by &amp;quot;higher level opponents?&amp;quot; These perks could either by incredibly powerful or absolutely useless late-game depending on exactly how many levels they cover and how many enemies scale with player level (e.g. if 80% of new caves scale to player level, then beyond 50 half of the illusion perks might have no effect in new caves). [[User:Ruchn|Ruchn]] 17:38, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I second this, also for animage perk and &amp;quot;higher level animals&amp;quot; I can't frenzy anything at level 10 it seems and I feel that I should be able to frenzy at my level&lt;br /&gt;
&lt;br /&gt;
::By &amp;quot;higher level opponents&amp;quot; I believe it means higher than the quoted spell level. For example: If the spell says Level 6, you might be able to do Level 7 or Level 8 opponents. Higher level is not (or atleast I don't think) make illusion spells effect on people higher level than you, i think it's a way of putting 'makes the spell more powerful', and their the in-game descriptions anyway. --&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;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 09:54, 22 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If you pick up the Illusion Dual-Casting perk and dual-cast Fury, it will work on higher level things as well. Illusion potions will also help. I will try to play around with the console and see if I can quantify the effects of these spells (assuming I can figure out what level a given NPC is). Anecdotally, dual-casted Fury with no level-increasing perks is useful well into the 20s, as there are always some lower level bandits or whatever mixed in to mess around with. [[User:Aetryn|Aetryn]] 17:57, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: The &amp;quot;Rage&amp;quot; perk definitely adds +12 levels to Fury. It shows up on the spell description as level 18 instead of level 6. The Kindred Mage perk adds either 10 or 11 levels to the effectiveness of Fury (I was unable to find a level 17 NPC to test on). The perks stack, and I was able to land Fury on a level 28 NPC with both (but not on a level 30, and again, unable to find a level 29 NPC). Animage appears to add 8 or 9 levels, as (without Rage), I could land it on a level 14 Giant Frostbite Spider (checked via the console, there is also a level 17 variant), but not on a level 16 cave bear. I could not locate a level 15 animal. With both perks, you can handle anything I could find flagged as a creature (highest is Ice Troll at 22?). Also note that while you can target Draugr if you have Master of the Mind, they are neither animal/creatures nor people, so neither Animage nor Kindred Mage applies. Rage still works though. Dragons are never targetable by Illusion magic no matter what level they are or perks you have. &lt;br /&gt;
&lt;br /&gt;
::More Illusion Test Data (from console, spawning various level NPCs and testing spells). This is only for NPCs (as if creatures truly cap out at 22 there's no need for extensive testing). Player level has no effect.&lt;br /&gt;
::Max Casting Level Test Results (DC = Dual Casted)&lt;br /&gt;
::{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Spell&lt;br /&gt;
!Base Level&lt;br /&gt;
!Kindred Mage&lt;br /&gt;
!Effect-specific perk&lt;br /&gt;
!Both&lt;br /&gt;
!DC, no perks&lt;br /&gt;
!DC, Kindred Mage&lt;br /&gt;
!DC, Effect-specific&lt;br /&gt;
!DC, Both&lt;br /&gt;
|-&lt;br /&gt;
|Fury&lt;br /&gt;
|6&lt;br /&gt;
|16-17&lt;br /&gt;
|18&lt;br /&gt;
|28-29&lt;br /&gt;
|13&lt;br /&gt;
|34&lt;br /&gt;
|38-39&lt;br /&gt;
|51+&lt;br /&gt;
|-&lt;br /&gt;
|Calm&lt;br /&gt;
|9&lt;br /&gt;
|19&lt;br /&gt;
|16-17&lt;br /&gt;
|27&lt;br /&gt;
|19&lt;br /&gt;
|36-37&lt;br /&gt;
|at least 40 (top end up unknown)&lt;br /&gt;
|51+&lt;br /&gt;
|-&lt;br /&gt;
|Fear&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|28-29&lt;br /&gt;
|19&lt;br /&gt;
|36-37&lt;br /&gt;
|40-43&lt;br /&gt;
|51+&lt;br /&gt;
|-&lt;br /&gt;
|Frenzy&lt;br /&gt;
|14&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pacify&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|51+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::Some observations: for single casting, it looks pretty simple - +10 levels for Kindred Mage, +8 for Hypnotic Gaze, +10 for Aspect of Terror, and +12 for Rage. The latter three are reflected in the spell description. Dual cast appears to slightly more than double the level (which is consistent with what it does for Oakskin - it takes a 60 second spell and turns it into 130ish seconds). However, the doubling+ happens AFTER the base level is changed by the perks, even for Kindred Mage where it isn't visible in the tooltip. This means that a low level Fury can affect any NPC in the game when dual-cast when dual cast with both Kindred Mage and Rage. &lt;br /&gt;
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::Do we want to put a table like this on the main page once the remaining data points get filled in? [[User:Aetryn|Aetryn]] 23:36, 23 November 2011 (UTC)&lt;br /&gt;
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::: Further note - some enemies seem to have partial resistance to Illusion. A DualCasted Calm spell with all perks on a level 38 Falmer Shadowmaster was seen as &amp;quot;too powerful&amp;quot;, while the same spell worked on a level 50 guard. A Dualcasted pacify spell with all perks did work on the level 38 Falmer [[User:Aetryn|Aetryn]] 00:22, 24 November 2011 (UTC)&lt;br /&gt;
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:So, all in all, does this mean that Illusion can become completely useless at higher levels?  That's...  Really dumb.  I don't know how enemy levels increase, but if it's anything like Oblivion, then a mage who reaches high levels will suddenly have no use for Illusion spells if that's the case.  Someone please tell me I'm wrong.  Even if it's possible, it seems like it rules out being able to have it as a secondary sort of thing.  It sounds like you couldn't really get much out of say, an assassin with a dagger in one hand and some illusion spell in the other.  You'd have to focus on it greatly to stop it from become obsolete the moment your enemies out-level it, right?--[[User:Lovless510|Lovless510]] 14:33, 2 December 2011 (UTC)&lt;br /&gt;
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:: If you are not willing to invest perks in Illusion then it will become much less useful at higher levels (due to how the levelled lists work, you will still encounter some eligible targets, but you will probably be capable of defeating them without the aid of Illusion anyway). If you are willing to invest perks in Illusion, then it is still powerful and useful at higher levels (and can, in fact, affect pretty much anything in the game). A reasonable build is Novice-Expert Illusion, Dual Casting, Hypnotic Gaze, Aspect of Terror, Rage, and Master of the Mind (9 perks) if you interested in all 3 &amp;quot;major&amp;quot; effects. This will allow you to affect anything not immune to illusion in the game with a dual-casted Frenzy, Pacify, or Rout. You can pare this down a few perks if you are only intending to use it against NPCs and/or don't care about all three types of effect. In any case, if you're willing to Dual-cast, you should try not to waste picks on Animage and Kindred Mage, as they only help you for a bit in the midgame (before you get Rage, and Expert level spells, essentially).&lt;br /&gt;
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:: A single-handed build is harder to make viable. You cap out at 14+12+10 = 36 for Frenzy, 20+8+10 = 38 for Pacify, and 20+10+10 = 40 for Rout. This is enough to affect all bandits (that stop at 30 or so) and creatures of the wild, but high-level Forsworn, mages, and vampires will tend to be in the 40-54 range. Since those are the most interesting targets for Illusion, it tends to be less useful. You probably need to be a Vampire yourself (for the +25% cumulative bonus to Illusion) and carry a stock of Illusion potions to get the very hardest targets.  You also have to pick up Animage (which is pretty useless, since no animals are high enough for the bonus to matter much), and Kindred Mage, so your net perk count ends up being 9 (or 10 with Master of the Mind to include vampires and undead). &lt;br /&gt;
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::Partial perk builds in Illusion are fairly useless - only good if you are planning to develop better long-term options and want Illusion solely for early defense/crowd control. In any case, don't sell short the effects. Frenzy is enormously powerful - even if the enemy you frenzied continues to attack you, odds are one of the other enemies will start attacking the frenzied enemy since they see it as a threat. Combined with stealth, you can whittle rooms down to a single enemy before they even see you. [[User:Aetryn|Aetryn]] 19:24, 2 December 2011 (UTC)&lt;br /&gt;
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::It's not useless because most enemies only scale up to 50, aside from Briarhearts and some others. Even if you are lvl 81, most enemies you'll find will be 30-40. And the master spells have one great perk; their area of effect. Enter a dungeon, walk some 10 meters and cast a Mayhem spell, and probably every enemy in that dungeon that can be affected by the spell, will.&lt;br /&gt;
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::: Using the master spells practically at all requires 5 perks invested in Illusion to halve the cost. Yes, you can reduce costs to 0 with 4 enchantments at 100 skill, but I'm assuming you aren't grinding that to 100 immediately and want to be able to use Illusion in the midgame. Or you just have something more interesting to do with your enchantment slots (you have fewer enchantment slots than perk points). The spells will affect everything up to level 25, which at 50+, will be basically all bandits and animals and a handful of other things that happen to scale low. If you want to carry around a stock of Illusion potions, that's probably fine (you can easily get up to 50+), and the ingredients for Illusion potions are reasonably common - of course this requires 6 or 7 perks in Alchemy, but those can be sometimes useful for other skills. Otherwise, you need to invest at least 3 more perks to get Hypnotic Gaze, Aspect of Terror, and Rage to reach into the 35ish range (Kindred Mage is another possibility for one less perk, but Falmer are not considered Kindred, so it doesn't apply, so we're down to high level mages and forsworn if we go that route). Now we're up to 8 perks. That's well beyond what I meant by &amp;quot;partial perk build&amp;quot; (3-4 perks). Compare Conjuration, which gets you cheap, reasonably durable Frost Atronachs with 3 perks and no enchantments, or Restoration, which gives you good healing spells for 4 perks (Adept Restoration and Regeneration). You can fit either of those into a mostly-some-other-skill-focused build that has room for some tactical options. It's a lot harder in Illusion to make a 3-4 perk build that doesn't use any enchantments that's actually useful mid-game on. [[User:Aetryn|Aetryn]] 01:54, 20 December 2011 (UTC)&lt;br /&gt;
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Does fortify Illusion (from either potions or equipment enchants) lower the resist chance? [[Special:Contributions/92.118.183.145|92.118.183.145]] 00:59, 13 December 2011 (UTC)&lt;br /&gt;
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: Yes, potion make your spells work on higher level opponents.  (Resisting is based on the mobs lvel and the level that your spell &amp;quot;works on&amp;quot;.&lt;br /&gt;
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Also note that the restoration perk necromage increases the level of undead mobs that your spells work on. [[Special:Contributions/69.143.61.223|69.143.61.223]] 22:37, 13 December 2011 (UTC)&lt;br /&gt;
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== Bugs ==&lt;br /&gt;
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Aspect of Terror perk doubles the damage destruction fire magic deals, tested it out with console in a quest to figure out how to scale destruction damage. I would assume the other 2 perks would do the same for shock and frost spells, although I did not test those out.&lt;br /&gt;
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Highest damage for Flames spell I achieved with console editing perks and stats was 27 per second for 4 mana (max destro tree, Aspect of Terror, 100 destruction). Things to note also is that character level does nothing for destruction as the stats didn't change at all when I made the character level 50 from lvl 1. Magicka amount also does not matter.&lt;br /&gt;
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:Hardly double. Most reports are either around 25 % or a flat number. Note that a flat number seems consistent with varying reported percentages. [[Special:Contributions/81.233.217.129|81.233.217.129]] 13:53, 25 November 2011 (UTC)&lt;br /&gt;
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@ above: It depends on the spell. Flames with all perks (Sans aspect of terror) does 12 Dmg/S. With Aspect of Terror, it's dealing 27 Dmg/S. Tested on 360.&lt;br /&gt;
: Do you mean that the numeric increase depends on the spell, or that the percentage increase depends on the spell? If numeric, that hints at a percentage. If percentage, that hints at a flat number. [[Special:Contributions/95.206.3.238|95.206.3.238]] 13:09, 12 December 2011 (UTC)&lt;br /&gt;
:: It adds 10 damage, which is then being increased 50% by augmented flames.--[[Special:Contributions/41.132.180.110|41.132.180.110]] 14:42, 12 December 2011 (UTC)&lt;br /&gt;
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== Vampirism +25% bonus to Illusion spells ==&lt;br /&gt;
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A nice addition to this page would be a clarification of the &amp;quot;25% more powerful&amp;quot; bonus to Illusion spells which is granted to Vampires.  &lt;br /&gt;
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Is this 25% bonus applied to the max level your illusion spells will work against?  If so, is this bonus applied to the base level, ie for Fury this value is 6, so being a Vampire changes that value of base level to 7?  Or is the bonus applied to the value after perks have been applied to the base value?  &lt;br /&gt;
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Or does it change the duration of spells?  Or the range?  Or the chance of being resisted (if such a thing exists in Skyrim)?  Or some combination of these things?&lt;br /&gt;
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[[Special:Contributions/184.58.10.245|184.58.10.245]] 06:00, 25 November 2011 (UTC)'''Kelvik'''&lt;br /&gt;
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:Testing confirms the bonus is applied to max level.  My tooltip in Illusion shows the base values for Fear, Calm, and Fury as 11, 11, and 7 respectively, as a Vampire with no perks in Illusion.  Durations do not appear to be changed, as Muffle's duration is still listed at 180.  I then purchased the +Calm perk and the max level for Calm now is shown as 21.  That gave me +10, as opposed to the +8 listed by a previous tester who I assume was not a Vampire.  So it seems the +25% bonus is applied to your total max level value, after perks are calculated in.&lt;br /&gt;
[[User:Kelvik|Kelvik]] 13:29, 25 November 2011 (UTC)&lt;br /&gt;
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::Potions, which have a similar &amp;quot;50% more powerful for 30 seconds&amp;quot; do NOT apply their bonus to perks (you get 50% of the base level of the spell). Example: Fury's base level is 6. With a Draught of Illusion (50% for 30 seconds), it's level is 9. With rage (+12), it's level is only 21, not the 27 you would have expected. This makes potions of illusion fairly situational (probably only for the Master spells that can't be dual-casted). I haven't tested how potions interact with dual-casting, as that's harder to set up. [[Special:Contributions/24.20.180.1|24.20.180.1]] 17:52, 25 November 2011 (UTC)&lt;br /&gt;
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== Notes that are just discussing the skill go here ==&lt;br /&gt;
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Moving most of notes section here because it is opinion on use of the skill&lt;br /&gt;
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Courage and Muffle can be trained outside of combat to quickly level up illusion. This can be used in combination with the wait function to instantly recharge mana. Getting to 100 skill like this takes 5-10 minutes. To avoid waiting, obtain the massive mana regen buff by completing the Out of Balance quest given by Drevis Neloren in the College at Winterhold. With this buff active you can cast Muffle in both hands and by the time the cast animation is finished your mana has fully recharged, easily maxing Illusion in the two hour window of the buff. Clairvoyance, on the other hand, is not good for quick leveling, as it raises your Illusion skill very slowly.&lt;br /&gt;
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Using Calm in one hand and a destruction spell in the other hand is an effective way to clear strong enemies early like bears. Charge both up, then release the destruction spell slightly before Calm. Alternatively you can use a bow and switch to calm, but the delay between the creatures reaction and your Calm is higher.&lt;br /&gt;
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Calm is also a better early choice than fear for low level mages. A feared enemy will run further into a dungeon normally unleashing all the enemies until it hits a closed door. You can easily get ten or more enemies, especially bandits, to become hostile and aware of your location.&lt;br /&gt;
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Illusion is very effective when combined with a stealth play style.&lt;br /&gt;
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--[[User:Lord.Baal|Lord.Baal]] 19:26, 3 December 2011 (UTC)&lt;br /&gt;
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:Additionally, using calm in one hand and having a one handed weapon in the other allows you to quickly train up sneak.  &lt;br /&gt;
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:A successful backstab with a melee weapon is the fastest way to level sneak, giving one skill point per successful stab at low to mid skill level in sneak.  Enemies that are calm are easily snuck up behind.  Simply backstab them, then immediately cast calm. &lt;br /&gt;
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:Also, when all enemies in the area are calm, you are no longer in combat mode.  This means your magicka regen is much higher and usually will fully replenish itself before the calm effect wears off.  You can simply wait til your magicka is full for another stab/calm combo.&lt;br /&gt;
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:--[[User:Berserkenstein|Berserkenstein]] 16:16, 4 December 2011 (UTC)&lt;br /&gt;
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Using Muffle everywhere you go levels Illusion ridiculously fast. Having the skill at 25-40, it seemed every cast leveled it by one. (with Lover's Stone active) [[User:BMFPoochie|BMFPoochie]] 08:40, 8 December 2011 (UTC)&lt;br /&gt;
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==Does Invisibility Do Anything?==&lt;br /&gt;
I was quite excited when I finally got my Illusion skill up high enough for this spell to be offered,  but in all my testing so far, it does *nothing* other than make your character &amp;quot;seem&amp;quot; invisible.  However, this doesn't appear to actually have any effect, as things like sneaking and pickpocketing are no easier, and random enemies still spot and attack me while invisible, even if I'm sneaking.  It seems like this could be a bug, as Invisibility did quite a bit more in Oblivion.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:03, 6 December 2011 (UTC)&lt;br /&gt;
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:I am not sure how well it is supposed to work but I was also heavily disappointed in the spell. I do notice it helps when sneaking to avoid detection and to run away and cast to have them not require you as a target. I would guess the developers realized how great it was in Oblivion to be able to cast at any time and decided to nerf the skill heavily in Skyrim.--[[User:Lord.Baal|Lord.Baal]] 22:24, 6 December 2011 (UTC)&lt;br /&gt;
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::NPCs in the game have the ability to hear your character as well as see it.  Performing actions that make noise (such as running vs. walking, swinging a weapon, or casting a spell) will alert them to your presence, even if you are invisible.  If you are looking for ways to be quieter, try increasing your sneak skill, consider the [[Skyrim:Muffle_(effect)|muffle]] enchantment, or look into related perks such as Silent Casting from the Illusion skill, or the Silence and Muffled Movement perks from the Sneak skill. [[User:Chunk of ham|Chunk of Ham]] 22:28, 6 December 2011 (UTC)&lt;br /&gt;
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:::Weird- I could swear I was sneaking (and being quiet).  But what's the point, then?  If it only works when you're already &amp;quot;invisible,&amp;quot; so to speak, I don't know what use it has.  Between this and the loss of Charm, and the low level caps requiring perks to raise, Illusion has suffered *greatly* in Skyrim.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 20:03, 8 December 2011 (UTC)&lt;br /&gt;
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::::Even if you're being 100% silent, sneaking into an NPC's field of view will alert them to your presence.  If you're invisible and 100% silent, you can sneak right in front of people's faces and they won't notice.  P.S. The comment that they can also smell your character was a false edit - not by me. [[User:Chunk of ham|Chunk of Ham]] 05:03, 9 December 2011 (UTC)&lt;br /&gt;
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:::::It's worse than that. I tested it multiple times with one of my character who got 100 in Sneak, and I'm pretty sure people detect me faster when I'm invisible than when I'm not. They do, however, run around trying to find me afterward, instead of attacking. But overall, the spell is a huge disappointment. [[Special:Contributions/82.243.194.53|82.243.194.53]] 17:53, 10 December 2011 (UTC)&lt;br /&gt;
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::::::I don't consider invisibility to be underpowered at all. In Oblivion it was a get out of jail free card, which WAS overpowered. In Skyrim, it's one half of a get out of jail free card - the other half being boots with the &amp;quot;muffle&amp;quot; enchant. Being muffled while invisible makes you completely undetectable to all enemies, low level or high, in any environment, dark or sunny. As long as you don't break the invisibility or physically walk into an enemy, you are the wind. Consider how easy it is to find/make boots with the muffle enchant (all you need is a petty soul gem and some spare boots). Now consider that this combination is in many ways more powerful than having 100 sneak skill.[[Special:Contributions/173.173.90.205|173.173.90.205]] 09:53, 11 December 2011 (UTC)&lt;br /&gt;
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{{od}}Wearing shrouded boots, which have constant effect muffle, and just cast the muffle spell on myself. (Both were active, I checked). Cast invisibility, which for some reason is loud enough to wake the dead. A bunch of bandits come running. While in sneak mode, I move out of the way, and I get detected. After getting detected, they ran around stupidly trying to find me, while the sneak eye started close. Invisibility might make you harder to spot, but it definitely doesn't make you truly invisible. There was no way they should have seen or heard me, but they did. I do not know if this is a bug or intentional. [[User:Chris3145|Chris3145]] 22:34, 11 December 2011 (UTC)&lt;br /&gt;
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:Even with silent casting perk ?--[[User:Gaija|Gaija]] 21:52, 12 December 2011 (UTC)&lt;br /&gt;
::No silent casting. It's not unusual that they hear the spell. What doesn't make sense is that even though I've moved since I cast the spell, they still find me when they come to investigate the sound. Then it's sort of a toss up. They'll lose track of you fairly quickly, but if you're close enough for them to run up and hit you before then, then they'll know where you are and they'll keep hitting you. [[User:Chris3145|Chris3145]] 23:53, 12 December 2011 (UTC)&lt;br /&gt;
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:::Well, yes , that's kind of irrealistic... It seems that if you get detected by doing any action while not invisible , becoming invisible won't change ennemies perception , so they will still know what's the source of &amp;quot; what made you detected&amp;quot; . And &amp;quot;any action&amp;quot; apparently includes casting the invisibility spell itself. So i guess this problem would be fixed if you had silent casting perk ...--[[User:Gaija|Gaija]] 07:57, 13 December 2011 (UTC)&lt;br /&gt;
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::::I cast the spell in one corner of the room. While invisible, muffled, and sneaking I move to a different corner of the room. They immediately find me when they enter the room. Invisibility doesn't work completely. I think it may be more like 90% chameleon or something. I've had several instances where enemies find me or don't lose track of me for a while, but if the eye is completely closed and nobody is looking for you, I don't think anyone will spot you. [[User:Chris3145|Chris3145]] 16:59, 13 December 2011 (UTC)&lt;br /&gt;
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:::::I was increasingly frustrated with this as well. I am going to post this on the front page. If you have an equipped spell, the light itself from the spell increases your chance to become detected. I have tested this out many times and can post screenshots if necessary. Even with all sneak perks (silence, muffle, stealth 5/5), invisibility, and sneak at 100. The light from the spell increases your chance of detection. This is best tested by wearing a shield instead of a spell in your left hand and sneak attacking. If you roll away (assuming you have roll) you can avoid being caught and sneak attack again. [[User:Aeonex|Aeonex]] 05:04, 14 December 2011 (UTC)&lt;br /&gt;
::::::This works both ways. I had a vampire go invisible on me, and I didn't have detect life. Luckily there were these 2 glowing purple balls at hand height moving along the wall, trying to get behind me. His readied spells made his invisibility pointless. [[User:NFR|NFR]] 21:06, 14 December 2011 (UTC)&lt;br /&gt;
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{{od}}I don't think holding a spell has anything to do with it. That's what I thought at first, but I've been detected my spells/weapons sheathed, and I've sneaked past people while I have spells out. [[User:Chris3145|Chris3145]] 18:25, 20 December 2011 (UTC)&lt;br /&gt;
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My character can't cast invisibility, so I can't comment on the spell. The effect of invisibility (from potions) seems to work quite well, but not quite in the way I thought it would. I'm posting this here so that people can compare and contrast casting the spell to drinking a potion, and hopefully narrow down what's caused by spellcasting vs the peculiarities of invisibility in this game.&lt;br /&gt;
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If I've been spotted, and I drink a potion and don't stealth, they run to where I've been and if they pass me close enough, they zero in on me. If I do stealth (100% muffle) and move at all, they stop combat, but the eye stays fully open. Unless they bump into me, they have no idea where I am, but they know for certainty that I'm there, and sometimes they blunder about looking for me.&lt;br /&gt;
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I think &amp;quot;Hidden&amp;quot; is a misnomer. I'm both hidden from them and detected. The game uses &amp;quot;Hidden&amp;quot; as a shortcut in saying &amp;quot;They believe no one's there.&amp;quot; The eye stays fully open even though they have no idea where I am, and any attacks get all of the surprise bonuses. I suspect that the muffle perk (and maybe the spell effect) only works while you are sneaking.&lt;br /&gt;
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Moving (while stealthed) is essential because if they bump into you, you're detected no matter what (and if you're trying to avoid a circling dragon, you'd better move quite a bit in case he lands where he saw you last. &lt;br /&gt;
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While invisible and stealthed, you can safely drink a few potions followed by another invisibility potion without risk of detection. However, if you drop invisibility while the eye is still full (relying on just stealth) you will be found almost immediately (anyone can spot a visible, crouching thief if they know he's there, stealth relies on them not looking too closely)&lt;br /&gt;
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Based on this (and the above reports), it sounds like there are serious problems (or downright bugs) using the spell. But invisibility is tricky to use effectively all by itself, and I'd hate for someone to use it poorly and consider it bugged and worthless. I apologize for the length of this. Would you believe I only intended to add a line or two when I opened this up for editing? [[User:NFR|NFR]] 18:04, 21 December 2011 (UTC)&lt;br /&gt;
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My character is all maxed out together with perks and boots and invisibility is a big disappointment. Especially running away from battle. NPC will notice you 2 meters away, invisible or not.&lt;br /&gt;
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== Are Master spells useless? ==&lt;br /&gt;
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if you invest highly in illusion perks you get to a point were dual casting spells will effect enemies past level 50 easily. but the master spells are stuck in the mid 30's or the 40's if you are a vampire. is my calculation correct here? are the master illusion spells a waste of money since you cannot dual cast them and need to relay on vampirism and potions to use them effectively?&lt;br /&gt;
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:That's neither a waste of money nor a waste of perks. All Humans but the toughest will be affected by master spells (mayhem is up to       lvl 47 with full perk tree, wich is not so bad!). And since you rarely have to fight against a ton of these toughest ones in the same time, those will be really easy to strike with a dual-cast pcify/rout/frenzy (all tree, while dual-cast, will be able to affect all ennemies in the game except dragons). Now, if you want to make your master spells more effective (wich could be necessary) against tough undeads and tough humans, you might want to drink a potion, and a well-brewed potion with a few perks in alchemy will be able to make them significantly more useful, IMHO. Just keep in mind that you won't have to face tons of ennemies that resisted your master spells ; those can be easily hit by rout/pacify/frenzy spells. Well I must admit that I'm kind of curious to know what could be the best illusion potion you can brew with the alchemy/enchant process ... anyone who knows the best magnitude ? --[[User:Gaija|Gaija]] 16:07, 12 December 2011 (UTC)&lt;br /&gt;
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:: IMO, unless you need the significantly increased area of effect, the dual-cast Adept/Expert are both more flexible (since you can cast them at a far away target or the ground at your feet if you do want a point blank AoE), generally cheaper (Rout vs Hysteria being an exception), and don't involve the ridiculously slow casting animation. You also, obviously, have the option of single-casting them for a fairly strong effect against enemies that are affected by Kindred Mage.&lt;br /&gt;
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:::The purpose of my message wasn't to say that master spells are the best ones, cause everyone knows that the casting animation make them really ... less flexible , as you said, than regular spells ; i just intended to say that they aren't useless. IMO, the real question is, with enchated illusion magicka cost reduced to 0 ( solve the magicka problem) , and with a well-built potion ( solve the level problem) , the only two things to take in consideration are both casting time ( master spells worse, of course ) and either AOE or Range ( IMO, master is by far better in a sticky fight) : so then , wich is more effective ? I think that these master spells could become really appreciable : IMO, pacify/rout /frenzy won't be better because of their range . Indeed, master spells do have a large AOE , and just in case you are still to far, ennemy will come to you while you already begin to cast the master spell. While in melee, AOE becomes significantly more effective than range, IMO, and you can avoid being stopped while casting master spells by increasing your armor rating, wich will decrease stagger. Just imagine, while ennemies are rushing straight to you, you have already begun to cast your spell. You unleash harmony in front of a whole bunch of ennemies, then you're absolutely free to either take your time and prepare blizzard, fire storm, mass paralysis, mayhem or even hysteria ,or sneak kill them one at a time. IMHO, adept expert spells won't become much more valuable unless you're facing 1-2 guys, or while really far from a target that hasn't detected you yet. But I agree with you , most of the time, expert spells could do the trick, but when a master spell manages to fulfill a different role than those of expert spells, then master spells become kind of lethal ... --[[User:Gaija|Gaija]] 21:42, 12 December 2011 (UTC)&lt;br /&gt;
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::::Just checked the potions question, +98% alchemy from gear +23% falmer helm + all perks in alchemy. dwarven oil + taproot = 133% better illusion spells. i don't know if that is the best potion but it's the best i managed. all relevant perks in illusion = frenzy 26 -&amp;gt; 44 pacify 28 -&amp;gt; 54 rout 30 -&amp;gt; 56. harmony 33 -&amp;gt; 66 Hysteria 35 -&amp;gt; 68 mayhem 37 -&amp;gt; 70.&lt;br /&gt;
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:::::-Illusion Mayhem Master Spell does not work against Markath Guards when youre level 82. Funny thing is, with all perks maxed out for illusion, the only working 'mayhem' for them is a dual cast 'frenzy'.This is ridiculous as frenzy is not the master level spells that also uses both hands to cast.&lt;br /&gt;
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== Fear Enchantment + Master of the Mind = Fear + Turn Undead Enchantment? ==&lt;br /&gt;
&lt;br /&gt;
If I have Master of the Mind, does the fear enchantment work on undead, daedra, and automatons, or is it just the Illusion spells that do that?&lt;br /&gt;
--[[User:StTheo|StTheo]] 15:16, 29 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fear ==&lt;br /&gt;
&lt;br /&gt;
The spell list mistakenly says that Altmer start with the Fear spell, when it's actually Fury they get. Dunno how to correct this. . . [[Special:Contributions/75.47.107.236|75.47.107.236]] 10:59, 30 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Destruction&amp;diff=837339</id>
		<title>Skyrim:Destruction</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Destruction&amp;diff=837339"/>
		<updated>2011-12-30T05:38:11Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Skill Usage */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Destruction.png&lt;br /&gt;
|Special=Magic&lt;br /&gt;
|ExTrail=[[Skyrim:Magic Overview|Magic]]&lt;br /&gt;
}}&lt;br /&gt;
'''Destruction''' magic provides many means of inflicting damage on enemies. [[Skyrim:Destruction Spells|Destruction spells]] use elements (fire, frost, or shock) and pure magic to damage health; an enemy's magicka and stamina can also be reduced. Increasing this skill reduces magicka cost when casting destruction spells. Historical information about the School of Destruction is provided in the [[Lore:Destruction|lore article]]. The Destruction skill tree has a total of 14 perks, requiring a total of 17 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The School of Destruction involves {{sic|the harnessing|harnessing}} the energies of fire, frost and shock. This skill makes it easier to cast spells like Fireball, Ice Spike, and Lightning Bolt.''&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Destruction is the principal damage-dealing school of Magic. Destruction mages can use Perks to specialise in one or more of the elements - Fire, Frost and Shock - gaining extra damage. Since some enemies are resistant to particular forms of magic, anyone relying on Destruction is well-advised to learn spells from more than one element, and perhaps to specialise in two or more.&lt;br /&gt;
*'''Fire''' deals only Health damage, but it deals most of all the elements and is most Magicka-efficient. In addition, it applies &amp;quot;on fire&amp;quot; debuff which causes the enemy to take minor damage over time and take extra damage from all additional attacks as well. Many inhabitants of Skyrim are weak against Fire, including all with Snow, Ice or Frost prefix, Trolls or the very common Draugr. In some dungeons there are pools of flammable liquid which you can ignite with Fire magic, resulting in impressive conflagrations that can wipe out enemies in seconds. The Intense Flames perk is of limited use - firstly because humanoid enemies will drop down to their knees when their health is below 10% anyway, and secondly because enemies that do not drop down will run away, forcing you to chase them for a kill. The Aspect of Terror perk from Illusion tree is currently glitched to add 10 points of damage to all Fire spells(you do ''not'' need to take Intense Flames for this effect to apply).&lt;br /&gt;
*'''Frost''' costs a medium amount of Magicka and inflicts both Health and Stamina damage. More importantly, it also applies a slow debuff(separate from the Stamina drain) which makes it extremely useful against all melee opponents. Sadly, all the enemies that are weak to Fire are also resistant to Frost and Nords, the most common NPCs of Skyrim, resist it as well. The Deep Freeze perk is nice to have, but almost exactly the same effect can be achieved with dual-casting and Impact.&lt;br /&gt;
*'''Shock''' costs the most Magicka and inflicts both Health and and Magicka damage, making it useful against mages - in theory. In practice, enemy mages tend to have a lot of Magicka(and not a lot of Health), which combined with the fact that you deal only half of the Health damage as Magicka might mean you will kill them before you manage to stop their spellcasting. There are three good reasons to use Shock spells, hovewer: Firstly, while there are no enemies weak to Shock, there are no enemies who resist it either, making it equally useful against everything and allowing you to save perks by specializing only in one element. Secondly, unlike Fire and Frost, all Shock spells hit instantly wherever you're aiming them, making mid- and long-range combat much easier. Finally, the Shock gets best specialization perk - Disintegrate - which effectively reduces HP of all enemies in the game by 15%(though it may cause some looting problems as of 1.3, so be careful).&lt;br /&gt;
&lt;br /&gt;
Within each school, the pattern of spells is consistent:&lt;br /&gt;
*A low-level constant damage spell (Flames/Frostbite/Sparks)&lt;br /&gt;
*An Apprentice level missile spell which you hurl at an enemy&lt;br /&gt;
*An Apprentice level Rune spell, which you cast on a surface and is then triggered by an enemy like a mine&lt;br /&gt;
*An Adept level area effect missile spell&lt;br /&gt;
*An Adept level Cloak spell harming all enemies within melee range&lt;br /&gt;
*An Expert level missile spell&lt;br /&gt;
*An Expert level Wall spell that creates a linear obstacle&lt;br /&gt;
*A Master-level Storm spell (the Fire and Frost versions are centred on the caster, like a Cloak)&lt;br /&gt;
&lt;br /&gt;
===Flames debuff stacking===&lt;br /&gt;
By casting the Flames spell over and over in short bursts you can apply the &amp;quot;on fire&amp;quot; debuff several times, which will dramatically increase your damage output(as enemies will not only take DoT from several debuffs, they will also take more damage from subsequent castings of Flames and from the debuff itself as well). If you take the Aspect of Terror perk from Illusion tree, it will make this trick even more devastating and potentially viable even at high levels despite being a Novice spell. It should also be noted that even without Aspect of Terror Flames is second-most Magicka-efficient spell in the game(After Firebolt), and the Aspect of Terror will make it an uncontested first place.&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
{{Perk Tree Setup|width=400}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|439|733|Novice Destruction|mark_alt=Novice Destruction: 0 Destruction. Cast Novice level Destruction spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|592|535|Apprentice Destruction|mark_alt=Apprentice Destruction: 25 Destruction. Cast Apprentice level Destruction spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|572|341|Adept Destruction|mark_alt=Adept Destruction: 50 Destruction. Cast Adept level Destruction spells for half magicka.|position=topright}}&lt;br /&gt;
{{Image Mark|623|226|Expert Destruction|mark_alt=Expert Destruction: 75 Destruction. Cast Expert level Destruction spells for half magicka.|position=topright}}&lt;br /&gt;
{{Image Mark|618|74|Master Destruction|mark_alt=Master Destruction: 100 Destruction. Cast Master level Destruction spells for half magicka.|position=left}}&lt;br /&gt;
{{Image Mark|683|422|Rune Master|mark_alt=Rune Master: 40 Destruction. Can place runes five times farther away.|position=topright}}&lt;br /&gt;
{{Image Mark|274|494|Augmented Flames|mark_alt=Augmented Flames (2 ranks): 30/60 Destruction. Fire spells do 25/50% more damage.|position=left}}&lt;br /&gt;
{{Image Mark|253|360|Intense Flames|mark_alt=Intense Flames: 50 Destruction. Fire damage causes targets to flee if their health is low.|position=left}}&lt;br /&gt;
{{Image Mark|390|438|Augmented Frost|mark_alt=Augmented Frost (2 ranks): 30/60 Destruction. Frost spells do 25/50% more damage.|position=left}}&lt;br /&gt;
{{Image Mark|370|274|Deep Freeze|mark_alt=Deep Freeze: 60 Destruction. Frost damage paralyzes targets if their health is low.|position=left}}&lt;br /&gt;
{{Image Mark|480|433|Augmented Shock|mark_alt=Augmented Shock (2 ranks): 30/60 Destruction. Shock spells do 25/50% more damage.|position=bottomright}}&lt;br /&gt;
{{Image Mark|476|232|Disintegrate|mark_alt=Disintegrate: 70 Destruction. Shock damage disintegrates targets if their health is low.|position=topleft}}&lt;br /&gt;
{{Image Mark|678|654|Destruction Dual Casting|mark_alt=Destruction Dual Casting: 20 Destruction. Dual casting a Destruction spell overcharges the effects into an even more powerful version.|position=right}}&lt;br /&gt;
{{Image Mark|733|530|Impact|mark_alt=Impact: 40 Destruction. Most destruction spells will stagger an opponent when dual cast.|position=right}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Novice Destruction}}''&lt;br /&gt;
| Cast Novice level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000f2ca8}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Apprentice Destruction}}''&lt;br /&gt;
| Cast Apprentice level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44bf}}&lt;br /&gt;
| 25 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Adept Destruction}}''&lt;br /&gt;
| Cast Adept level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44c0}}&lt;br /&gt;
| 50 Destruction&lt;br /&gt;
| Apprentice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Expert Destruction}}''&lt;br /&gt;
| Cast Expert level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44c1}}&lt;br /&gt;
| 75 Destruction&lt;br /&gt;
| Adept Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Master Destruction}}''&lt;br /&gt;
| Cast Master level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44c2}}&lt;br /&gt;
| 100 Destruction&lt;br /&gt;
| Expert Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Rune Master}}''&lt;br /&gt;
| Can place runes five times farther away.&lt;br /&gt;
| {{ID|00105f32}}&lt;br /&gt;
| 40 Destruction&lt;br /&gt;
| Apprentice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Augmented Flames}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Fire spells do 25% more damage.&lt;br /&gt;
| {{ID|000581e7}}&lt;br /&gt;
| 30 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Fire spells do 50% more damage, increases blast radius of Fireball.&lt;br /&gt;
| {{ID|0010fcf8}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Destruction&lt;br /&gt;
| Augmented Flames Level 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Intense Flames}}''&lt;br /&gt;
| Fire damage causes targets to flee if their health is low (under 20%).&lt;br /&gt;
| {{ID|000f392e}}&lt;br /&gt;
| 50 Destruction&lt;br /&gt;
| Augmented Flames&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Augmented Frost}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Frost spells do 25% more damage.&lt;br /&gt;
| {{ID|000581ea}}&lt;br /&gt;
| 30 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Frost spells do 50% more damage, increases radius of Ice Storm.&lt;br /&gt;
| {{ID|0010fcf9}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deep Freeze}}''&lt;br /&gt;
| Frost damage paralyzes targets if their health is low (under 20%).&lt;br /&gt;
| {{ID|000f3933}}&lt;br /&gt;
| 60 Destruction&lt;br /&gt;
| Augmented Frost&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Augmented Shock}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Shock spells do 25% more damage.&lt;br /&gt;
| {{ID|00058200}}&lt;br /&gt;
| 30 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shock spells do 50% more damage, Chain Lightning jumps one additional target ('''Caution''': will hit followers).&lt;br /&gt;
| {{ID|0010fcfa}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Disintegrate}}''&lt;br /&gt;
| Shock damage disintegrates targets if their health is low (under 15%).&lt;br /&gt;
| {{ID|000f3f0e}}&lt;br /&gt;
| 70 Destruction&lt;br /&gt;
| Augmented Shock&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Destruction Dual Casting}}''&lt;br /&gt;
| Dual casting a Destruction spell overcharges the effects into an even more powerful version.&lt;br /&gt;
| {{ID|000153cf}}&lt;br /&gt;
| 20 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Impact}}''&lt;br /&gt;
| Most destruction spells will stagger an opponent when dual cast.&lt;br /&gt;
| {{ID|000153d2}}&lt;br /&gt;
| 40 Destruction&lt;br /&gt;
| Destruction Dual Casting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Skyrim:Destruction Spells}}&lt;br /&gt;
===Spell List Notes===&lt;br /&gt;
{{Skyrim:Spell List Notes|noheader=1}}&lt;br /&gt;
===Magical Effects===&lt;br /&gt;
The following individual effects are all considered to be be part of the school of Destruction (see the individual effect pages for full details on availability; the [[Skyrim:Magical Effects#Destruction|Magical Effects]] article also provides a summary):&lt;br /&gt;
* [[Image:O-Fire_small.png|Fire Damage]] [[Skyrim:Fire Damage|Fire Damage]]&lt;br /&gt;
* [[Image:O-Frost_small.png|Frost Damage]] [[Skyrim:Frost Damage|Frost Damage]]&lt;br /&gt;
* [[Image:O-Shock_small.png|Shock Damage]] [[Skyrim:Shock Damage|Shock Damage]]&lt;br /&gt;
&lt;br /&gt;
== Skill Usage==&lt;br /&gt;
Be aware that Destruction skill level only decreases the casting cost and does not increase the spell damage. To keep using Destruction magic against tougher opponents you will need to either learn stronger spells, pick the damage increasing perks, or (preferably) both. Higher level spells are also required to level up the skill quicker, as the amount of skill progress is higher for higher level spells.&lt;br /&gt;
&lt;br /&gt;
Note that the dual casting perk is magicka inefficient as it means only 20% damage increase for 80% higher magicka cost. Unless you have a lot of magicka or a lot of casting cost reducing gear, it is more efficient to cast two normal spells with both hands (can be done by waiting a short period of time before starting the second spell). However, dual-casting has two advantages that, situation depending, may outweigh the additional cost: the DPS of dual-casting is higher, and the Impact perk provides a guaranteed stagger dependent on the spell. The stagger effect has no effect if the target is already staggering, thus a good balance between efficient damage and shutdown the target is to alternate a dual-cast with two quick double casts. Impact does not work with any constant 'stream' spell: the Novice spells or the Wall-type Expert spells. Master spells do not cause Impact stagger.&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
===Character Creation===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Destruction:&lt;br /&gt;
* +10 bonus: [[Skyrim:Dunmer|Dunmer]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Altmer|Altmer]], [[Skyrim:Imperial|Imperial]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]] in [[Skyrim:Windhelm|Windhelm]] (Common)&lt;br /&gt;
* [[Skyrim:Sybille Stentor|Sybille Stentor]] in [[Skyrim:Solitude|Solitude]] (Expert)&lt;br /&gt;
* [[Skyrim:Faralda|Faralda]] in the [[Skyrim:College of Winterhold|College of Winterhold]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:The Art of War Magic|The Art of War Magic]]''&lt;br /&gt;
* ''[[Skyrim:Horror of Castle Xyr|Horror of Castle Xyr]]''&lt;br /&gt;
* ''[[Skyrim:A Hypothetical Treachery|A Hypothetical Treachery]]''&lt;br /&gt;
* ''[[Skyrim:Mystery of Talara, v3|Mystery of Talara, v3]]''&lt;br /&gt;
* ''[[Skyrim:Response to Bero's Speech|Response to Bero's Speech]]''&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*When you bash an opponent with your torch, it will count towards the Destruction Skill, the fire damage from the Torch is registered as magical fire damage like that of a spell, similarly to how Dragon Shouts can be blocked by Ward Spells, because they are considered magical attacks.&lt;br /&gt;
*To level this skill you must cast a spell on a valid target (much like Oblivion). &lt;br /&gt;
* &amp;quot;Destruction Dual Casting&amp;quot; enables one to cast a 220% strength version of the spell at 280% of normal cost when simultaneously casting the same spell from both hands.&lt;br /&gt;
* Fire spells, even without the &amp;quot;Intense Flames&amp;quot; perk have a fear effect on them, and so are affected by the &amp;quot;[[Skyrim:Illusion#Aspect_of_Terror|Aspect of Terror]]&amp;quot; perk from the Illusion tree. That perk gives an extra 10 points of damage to fire spells.&lt;br /&gt;
* [[Skyrim:Impact|Impact]] does not normally work on Dragons.  To make it work, also take [[Skyrim:Augmented Flames|Augmented Flames]], [[Skyrim:Augmented Frost|Augmented Frost]], and/or [[Skyrim:Augmented Shock|Augmented Shock]] and use the respective spell type. If you have enough magicka, or sufficiently enchanted armor, you can potentially 'stun lock' even dragons indefinitely.&lt;br /&gt;
*If you jump into a forge (for example, Balimund, the blacksmith of Riften), you will be set on fire, which will slowly increase your Destruction skill.  This does not work with special forges like the [[Skyrim:Skyforge|Skyforge]].&lt;br /&gt;
*Rune spells can be used to draw [[Skyrim:Draugr|Draugr]] out of their vaults.  Even &amp;quot;at rest,&amp;quot; they will set off nearby runes and take damage from them.  This is useful in barrows with large numbers of Draugr, as it allows the player to take them on one at a time.&lt;br /&gt;
*The Disintegrate perk is useful when dealing with Necromancers, or anything else capable of raising the dead, since it ensures that the disintegrated target cannot be re-animated (especially problematic when a previously slain enemy gets re-animated behind you and attacks your from the rear!).&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Restoration&amp;diff=833298</id>
		<title>Skyrim talk:Restoration</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Restoration&amp;diff=833298"/>
		<updated>2011-12-27T05:40:40Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Steadfast Ward magicka cost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==so it seems we can use healing spells on death things now==&lt;br /&gt;
&lt;br /&gt;
This sentence stuck out to me &amp;quot;Restoration spells are now more effective against the undead&amp;quot; do you think we will be able to do this in the final release of the game?----'''''[[User:Candc4|Candc4]], Also known as the Man Inside the Sexy Leather Pants [[Special:Contributions/Candc4|C]][[User talk:Candc4|T]]''''' 20:57, 25 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:What do you mean? Are you questioning if the information is accurate? From what we currently know, that information is correct. I can speculate what it means (undead allies are healed more from Restoration spells, Restoration spells injure the undead), but we can't know for sure as we don't have access to the game. --[[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; 21:06, 25 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::(e/c) Really, you're probably better off asking speculative questions like this on the forums.  That said, however, there are Restoration effects that specifically target undead, such as Turn Undead, which have nothing to do with healing.  Therefore, I don't think the presence of this perk necessarily implies anything about healing-related spells. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 21:07, 25 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I entirely forgot about Turn Undead. Though, to be fair, I never use it (I think it's worthless). Either way, as I said, we can only guess at what most of the information we have access to means. Once the game is released, you'll get an answer. --[[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; 21:12, 25 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::With all the undead in dungeons in Skyrim, I find Turn Undead anything but useless. Especially when you can get them to run into swinging blade traps. Even if you can't, you can usually corner them and beat on them while they look at you helplessly. [[User:Aetryn|Aetryn]] 18:05, 23 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::: Modified my own opinion through further testing. Turn undead spells are not affected by much of anything that increases magnitude of level-based spells, so they become useless in the mid-end game. If you really want to Fear undead, you want to take Illusion perks instead. [[User:Aetryn|Aetryn]] 17:47, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I figure people would know this by now but that perk discussed here basically just means that spells from other schools are more effective on undead.&lt;br /&gt;
&lt;br /&gt;
Does the Necromage perk have an effect on destruction magic cast though staves? Or only spells cast manually? Unless it does, it's not really worth it for someone not wholly dedicated to the Mage play style.&lt;br /&gt;
&lt;br /&gt;
:I just tested this. Spawned a level 30 Draugr Deathlord in front of me and gave myself a Staff of Incineration. Without Necromage (and no fire-related bonus damage perks), it was doing about 65 damage a cast. With Necromage, it was doing 100-120ish (not as consistent as without Necromage, but definitely much higher than without). Conclusion: Necromage affects staves. Staves in general seem to be affected by anything that would affect the relevant spell (cost reductions, damage bonuses, etc). [[User:Aetryn|Aetryn]] 17:54, 3 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skill Training ==&lt;br /&gt;
&lt;br /&gt;
One of the differences from Oblivion is that in order for the restoration skill to gain experience, your restoration spells actually need to heal something. This is so you can't just repeatedly cast your spell and grind up your level.&lt;br /&gt;
&lt;br /&gt;
However, in Ustengrav, there are those floors that spit fire at you when you stand on them.&lt;br /&gt;
You can use these floors to continually drain your health then restore it with your healing spell, thus effectively training your restoration skill. It'd help to have an item with a high magicka regeneration effect equipped.&lt;br /&gt;
&lt;br /&gt;
:You could also get the perk that makes stamina regen with healing spells and then just sprint around and heal yourself.[[User:RIM|RIM]] 18:15, 16 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Incorrect, or at least as far as I can tell, I recovered 300+ stamina through restoration spells and had no noticeable increase in restoration exp, tested with both healing and close wounds. (to try both concentration spell and single cast)&lt;br /&gt;
&lt;br /&gt;
I just got 100 restoration by casting Repel Undead and Circle of Protection. Much faster than by healing.&lt;br /&gt;
:Repel undead doesn't seem to be levelling the skill for me - were you actually casting it on enemies? [[User:Chlorus|Chlorus]] 09:17, 6 December 2011 (UTC)&lt;br /&gt;
::Circle of Protection definitely the way to go. Cast it all over towns in between selling loot.[[User:BMFPoochie|BMFPoochie]] 08:36, 8 December 2011 (UTC)&lt;br /&gt;
:::If you are abusing enchanting and are casting free spells, Repel Undead is ridiculously fast. Just go to a crypt and run around attracting a large group of undead. Then line them up and cast the spell. It will go through and hit every one of them and stagger them. Just make sure to keep staggering them so they remain lined up. 100 skill can be achieved in a matter of minutes using this technique. --[[Special:Contributions/75.185.202.66|75.185.202.66]] 07:30, 12 December 2011 (UTC) &lt;br /&gt;
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A combination of Equilibrium and Fast Healing works fairly well.  Just keep Equilibrium running with one hand and heal yourself with the other hand, every few seconds.  It forms an unending circle of health-to-magicka-to-health conversion that trains Alteration and Restoration in the process.  Depending on your character build, you may need to balance things with appropriately enchanted apparel (e.g. health regen, magicka regen, restoration effectiveness) in order to keep the conversion cycle approximately even in both directions.&lt;br /&gt;
:Bullshit, Equilibrium doesn't level up Alteration. But still, Fast Healing does level up Restoration, so the general idea isn't that bad.&lt;br /&gt;
: edit =&amp;gt; i used Equilibrium + healing for long time (Restoration 30 -&amp;gt; 60), i gained 1 level of Alteration, so Equilibrium level up Alteration, but very slowly.&lt;br /&gt;
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Trap the NPC for good ol' Molag in House of Horrors, cast FLAMES(any constant destruction spell) and HEALING HANDS. Great way to grind with no interuptions. Of course regen perks/equipment help, and I've experienced best results after aquiring EQUILIBRIUM. Also a great way to level up weapon skills.&lt;br /&gt;
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I found a way to level it fast,i used Equilibrium + healing (+100hp), but the leveling up is not effective because Equilibrium does not hurts enaugh (if a +100hp heal only heal you 20hp, you only get 20% of xp), but if you add some bandits, it works well (30 to 85 in around 20 min), and by the way, you can wear an heavy armor, so you level up it too, the mana regeneraton provided by Equilibrium is enaugh for spaming only with a ring and necklace - X% spell cost (sorry if my english sucks)&lt;br /&gt;
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== Recovery Perk ==&lt;br /&gt;
&lt;br /&gt;
It seems to me that this perk is glitched, since Magic Resistance from the alteration school actually counts as an active magic effect while non is listed for Recovery. Furthermore I personally can't see a difference in regeneration with and without this perk, but I've got no numbers to proof it.&lt;br /&gt;
&lt;br /&gt;
:Just tested this with a stopwatch. Before the perk, it took about 34 seconds for my magic to regenerate, afterwards roughly 27 seconds. So, about a 20% increase.--[[User:MountainDrew|MountainDrew]] 06:46, 19 November 2011 (UTC)&lt;br /&gt;
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:It's glitched if you are wearing something that already gives you 100% magicka regenartion like [[Skyrim:morokei|morokei]]. I tested with and without this perk and it only improved my regeneration time from 15 seconds to 14 seconds. Not worth the perk point.&lt;br /&gt;
&lt;br /&gt;
::It's useful if you're a vampire- it allows you to regenerate Magicka in the sunlight without special gear.  Beyond that, it's pretty limited, and definitely not a &amp;quot;must have&amp;quot; for most builds.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 19:53, 21 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Absorb Health ==&lt;br /&gt;
Do weapons with absorb health benefit cost-wise by leveling Restoration? It's not listed under any magic's effects. [[Special:Contributions/98.238.18.85|98.238.18.85]] 20:26, 23 November 2011 (UTC)&lt;br /&gt;
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:Doubt it, only time the related magic skill effects charge cost is for staffs as it is a spell that is within that tree, absorb/damage enchantments on weapons do not specifically match any of the spells in game. Well besides soul trap/turn undead but those don't directly match the normal spell either.&lt;br /&gt;
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Tested: nope. --[[User:Evil4Zerggin|Evil4Zerggin]] 01:13, 30 November 2011 (UTC)&lt;br /&gt;
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It appears to consider this a Destruction effect, as my set of Fortify Destruction 100% gear causes both Drain Health and Drain Magicka weapons to have infinite charges.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 22:07, 20 December 2011 (UTC)&lt;br /&gt;
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== Turn Undead: Does it work on Dragon Priest? ==&lt;br /&gt;
&lt;br /&gt;
Are the Dragon Priest considered undead by the games standards? If so, do any of the turn undead spells work on them?&lt;br /&gt;
&lt;br /&gt;
:Dragon priests are always level 50, and no Turn Undead spell can affect undead up to that level. Destruction spells do increased damage to them when you have the Necromage perk, so they are Undead. [[User:Aetryn|Aetryn]] 17:45, 3 December 2011 (UTC)&lt;br /&gt;
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::I doublecast Circle of Protection against one, and it worked.&lt;br /&gt;
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::: Very odd that Circle of Protection responds to dual-cast but standard Turn Undead effects do not. Hopefully it's a bug that standard Turn Undead spells are not affected by Dual Cast. As it is, Illusion vastly outclasses Restoration at fearing undead once Master of the Mind has been taken. [[User:Aetryn|Aetryn]] 19:08, 4 December 2011 (UTC)&lt;br /&gt;
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==Avoid Death: is it worthwhile?==&lt;br /&gt;
&lt;br /&gt;
This perk seems really powerful, but I don't want to pick it without hearing some impressions first.  Can anybody comment on this?  Is it as useful as it seems? [[Special:Contributions/209.66.120.3|209.66.120.3]] 00:45, 2 December 2011 (UTC)&lt;br /&gt;
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No, don't waste the points.&lt;br /&gt;
I've been trying to decide the same, and while I haven't used it myself, I've heard it ONLY activates if you are not killed by the hit that brings you to below 10% health. (which is pretty rare, you usually die instead)&lt;br /&gt;
Add to that the requirement that you have 90 Restoration to get it (and may need to spend two perk points to reach it), it's just not worth it. After all, at 90 Restoration, you can heal 150 for barely any magicka if you take the +50% healing perk. --[[User:Liudeius|Liudeius]] 00:27, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For a few actual numbers, if you have 250 max HP (the amount healed by Avoid Death), 24 HP is the highest value &amp;quot;below 10%&amp;quot;, and the minimum amount of damage you can take in only one instance of damage without benefit from the perk is 25 HP, for which you must already be at exactly 25 HP. Meaning that if you are at 26 HP, taking 25 damage would activate the perk. Whether the perk does activate or not depends a lot on not only your difficulty setting and the relative damage output of the enemy, but also on what kind of damage your enemy favours. Many weak hits will be more likely to trigger Avoid Death than a single strong hit. In fact, weak enough hits are certain to trigger it regardless of rapid hit-per-second rates. [[Special:Contributions/95.206.13.200|95.206.13.200]] 12:28, 22 December 2011 (UTC)&lt;br /&gt;
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== Cannot get Guardian Circle Spell tome? ==&lt;br /&gt;
&lt;br /&gt;
After completing the Master Restoration Ritual Spell quest, I still cannot purchase the Guardian Circle spell tome? Suggestions?&lt;br /&gt;
&lt;br /&gt;
   - Try waiting 48 hours for their stock to reset, this has worked for me every time for each Master at the college.&lt;br /&gt;
&lt;br /&gt;
I am also having this problem and waiting did not work for me&lt;br /&gt;
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== Place to post your ways to level skill ==&lt;br /&gt;
&lt;br /&gt;
Use this space to post your ways to level up the skill if you want to discuss how you train&lt;br /&gt;
  (using the Equilibrium spell found on Labyrinthian will hurt you and give you magicka, just keep it on one hand and heal with the other for a quick level up.) -some IP&lt;br /&gt;
--[[User:Lord.Baal|Lord.Baal]] 19:02, 3 December 2011 (UTC)&lt;br /&gt;
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That works, but you should be using the strongest Restoration spell possible if you don't want it to take forever.  The source you mentioned suggested the spell Healing, which is *quite* slow for leveling up.  Use Close Wounds or Grand Healing instead, if you have them, and you don't *need* Equilibrium, either- just some fire.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 17:26, 5 December 2011 (UTC)&lt;br /&gt;
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:Equilibrium saves MP, though. [[Special:Contributions/95.206.16.124|95.206.16.124]] 20:32, 5 December 2011 (UTC)&lt;br /&gt;
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If you get the astronach stone power, you can stand in front of one of those magical traps (the ones with the soul gems) and continuously heal yourself; the trap damages you and restores your magicka at the same time.&lt;br /&gt;
&lt;br /&gt;
Since the wind at the upper gate in the back of High Hrothgar damages you, I found this to be a good place to level restoration. (However, I believe that this will not work once you've reached the Throat of the World as I'm pretty sure the wind no longer damages you at that point.&lt;br /&gt;
&lt;br /&gt;
I like to get Unhindered early so when I get to the end of Bleak Falls Barrow I reduce the boss(usually Draugr Dreadlord) to little life and then let him rape me. This levels both my Light Armor skill and Restoration. When I run out of Magicka, I just hide on the ledge on the right side of the cavern. Later in the game, once you get Dragonscale, you can do same thing with Giants, but I hear using Wards is a much more effective way of leveling the skill. [[Special:Contributions/178.183.219.87|178.183.219.87]] 16:09, 15 December 2011 (UTC)&lt;br /&gt;
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I put on a suit of dragonbone armor with -100% restoration buffs, some health, and fortify block enchantments then went out to a giant camp using fast heal. Leveled from 50-65 in about 3 hours (left to spend cash on conjuration skill points and buy black SG's from Falion every level). Heavy Armor, block, and restoration all went from low 30's to 100 in that time. Sold the armor afterwards.&lt;br /&gt;
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== A way to level restoration and alteration together.  ==&lt;br /&gt;
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I'm sure most people know this already but for those that don't, here's an easy way to level both schools. &lt;br /&gt;
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Get the alteration spell &amp;quot;equilibrium&amp;quot;. It drains your health to regen magicka quickly. Just equip that in one hand and your highest level heal spell in the other and cast them back and forth.&lt;br /&gt;
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It works, but Equilibrium levels Alteration ''very'' slowly- you'd be better off with a spell like Stoneskin or Ironskin, cast near an enemy, but where they can't actually get to you.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 17:35, 5 December 2011 (UTC)&lt;br /&gt;
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Could someone please check the veracity of the above comment? On the alteration page it is stated explicitly that equilibrium doesn't level up alteration whatsoever. I am questioning the part where he said &amp;quot;it works&amp;quot;.&lt;br /&gt;
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:To be honest, I don't know for sure myself.  I don't have the Console, so I can't verify that it's actually granting anything at all.  &lt;br /&gt;
:I just read elsewhere on here that it did, and took that to mean the EXP gain was VERY slow.  I wouldn't be surprised if the gain is actually 0%.  That's why I was recommending spells that weren't Equilibrium ;-)&lt;br /&gt;
:Also, to avoid confusion- I didn't make this topic, only the post directly above yours.  The topic was already here and unsigned.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 22:15, 20 December 2011 (UTC)&lt;br /&gt;
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== training restoration and destruction ==&lt;br /&gt;
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call it a glitch or bug but on occasion i have encountered a wolf that ran up to me but didn't attack or when fighting a skeever i would run up against a wall and it wouldn't attack until i moved out into the open so:&lt;br /&gt;
&lt;br /&gt;
I would cast flames and healing hands on it the flames does damage the healing cures the damage the health bar doesn't change but it levels up both skills. And with the creature not attacking you don't have to keep switching between healing skills. unless you want to train an armor skill as well.&lt;br /&gt;
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You can do this on an attacking creature but I wouldn't recommend a wolf or skeever as they like to run around and this can cause the flame spell to kill them as the healing hands spell has terrible range. A bandit archer works well as once you get close enough they use a dagger which does little damage so you are not switching between healing spells often.&lt;br /&gt;
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:I really feel like people do not understand what a glitch or bug is, because this is neither, a glitch would be dragons flying backwards at high speed, a bug would be quests being broken or quest items not being removed correctly.&lt;br /&gt;
This is simply a game mechanic on how skill leveling works. Any man/mer enemy with very low health will stop fighting and go on a knee to yield, you could use this to keep them just alive enough to train skills, although it is a boring way to train--[[User:Lord.Baal|Lord.Baal]] 06:46, 5 December 2011 (UTC)&lt;br /&gt;
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You are correct. The alteration leveling with this method is more of just a bonus if you're not super focused on using alteration much. This is more for leveling resto quickly. The occasional alteration increase is just icing on the cake. Plus you can use this method anywhere.&lt;br /&gt;
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== Spellbreaker &amp;amp; Ward Absorb perk ==&lt;br /&gt;
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Does this work?&lt;br /&gt;
&lt;br /&gt;
I spent a decent amount of time (like 10-15mins) just using steadfast ward to block the incoming blasts from a frost dragon, with no level up... I'll have to confirm by checking whether it raised my experience, but I would've expected a few levels in that time.&lt;br /&gt;
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   It stands to reason, since the Spellbreaker counts as a Ward when doing the Ward quest/class thing for the Collegee.&lt;br /&gt;
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== Dual Casting ==&lt;br /&gt;
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So what does dual casting actually do for healing spells? Heals 10% more, just like Destruction dual casting does 10% more damage? [[Special:Contributions/178.183.233.168|178.183.233.168]] 22:31, 10 December 2011 (UTC)&lt;br /&gt;
:It increases the amount of health that you would normaly regenerate with 2 healing spells, not sure the precise amount though.[[User:RIM|RIM]] 21:00, 11 December 2011 (UTC)&lt;br /&gt;
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== Steadfast Ward magicka cost ==&lt;br /&gt;
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Lower than basic Ward? [[Special:Contributions/178.183.219.87|178.183.219.87]] 16:14, 15 December 2011 (UTC)&lt;br /&gt;
: Yes, can someone verify the cost-per-second of these sells? Thanks. [[Special:Contributions/75.47.107.236|75.47.107.236]] 05:40, 27 December 2011 (UTC)&lt;br /&gt;
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== Grand Healing Spell ==&lt;br /&gt;
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This spell is very dangerous if not useless too! If not used properly this spell can heals enemies around you! So if you want to heal a companion, use the spell Heal Other even when master at Restoration. Actually Heal Other is the best spell around to heal your companion.&lt;br /&gt;
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Hardly useless- it's the strongest healing spell that isn't Master level, and as such, it's great for training Restoration (a notoriously slow skill to train).  It *can* heal enemies, but only if you're reckless in casting it.  I'm not 100% certain, but it seems to only heal someone if they are in your crosshairs when you cast it- I know it occasionally misses companions I'm trying to heal.  Even if it is an AoE around the caster, it's a very small one, so backing up from your enemies even a little should keep them from getting healed, especially if you make sure they aren't in your crosshairs.  I definitely prefer Grand Healing to Heal Other, as I usually need to heal myself, as well, and I never have to cast Grand Healing twice (except after taking more damage, of course).  It's the only healing spell I use now, even when alone, and I've almost never healed an enemy unintentionally.  Just practice it a little more, and I'm sure you can do the same :-)    [[Special:Contributions/209.66.120.3|209.66.120.3]] 19:19, 16 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Skills&amp;diff=833297</id>
		<title>Skyrim talk:Skills</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Skills&amp;diff=833297"/>
		<updated>2011-12-27T05:39:33Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Ward spells */ d'oh. . .wrong page&lt;/p&gt;
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&lt;div&gt;==Mystery Perks==&lt;br /&gt;
[http://theskyrimblog.com/?p=1763 Summaries] of the PC Gamer article have reported a few extra skill perks.  Master Trader is known to be [[Skyrim:Speech|Speech]] and Wax Key is presumably [[Skyrim:Lockpicking|Lockpicking]].  But I don't know what to do with the other two:&lt;br /&gt;
* '''Bribe''' lets you make guards forget about your bounty&lt;br /&gt;
* '''Vanish''' forces your attacker to focus their attacks on another when entering combat in sneak mode&lt;br /&gt;
They both sound like [[Skyrim:Sneak|Sneak]] perks, but don't seem to correspond to any of the Sneak perks reported by [http://forums.bethsoft.com/index.php?/topic/1233644-sammus-eurogamer-qa/ Sammuthegreat].  I haven't been able to find a copy of PC Gamer myself yet, though.  Should we just ignore these perks for now?  Or any thoughts on where they belong? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 23:05, 1 October 2011 (UTC)&lt;br /&gt;
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:[http://forums.bethsoft.com/index.php?/topic/1234242-pc-gamer-article/ This forum post] makes bribing a &amp;quot;Speechcraft&amp;quot; skill. Then again it has a seperate skill &amp;quot;Mercantile&amp;quot; too. Anyway, bribing sounds like it's a &amp;quot;Speech&amp;quot; perk to me, but I cannot back it up. --[[User:Alfwyn|Alfwyn]] 23:54, 1 October 2011 (UTC)&lt;br /&gt;
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::Thanks for that forum post -- it filled in a bunch of missing names.  I've gone ahead and added Bribe to Speech and Vanish to Sneak, as well as adding all the other names listed in that post.  Now we just have to wait and see what the game actually says. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 21:25, 2 October 2011 (UTC)&lt;br /&gt;
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== Perk table organization ==&lt;br /&gt;
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Should it be made standard to organize perk tables by skill level requirement?  This seems as if it would be the most useful ordering convention for most readers. [[User:Asterai|Asterai]] 21:38, 3 November 2011 (UTC)&lt;br /&gt;
:It would yes, but we don't have the lists till the game comes out on 11/11/11. And any lists added before then without a proper Ref will probably be removed. --&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;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 21:53, 3 November 2011 (UTC)&lt;br /&gt;
::Righto, but there are already a lot of lists up, skill reqs and all.  I have the entirely unconfirmed notion that someone somewhere has legit or illicit access to the game and is kindly editing the wiki to reflect his/her knowledge.  I just wanted to check in with the Wiki Collective before I reordered all the posted lists, see? [[User:Asterai|Asterai]] 23:10, 4 November 2011 (UTC)&lt;br /&gt;
:::Actually, I think the edit order is that someone has been posting the info to the [http://forums.bethsoft.com/index.php?/topic/1250101-layout-of-perk-trees/ Bethesda] [http://forums.bethsoft.com/index.php?/topic/1250628-layout-of-perk-trees-2/ forums], then our editors have been copying it from there.&lt;br /&gt;
:::Nevertheless, to address your real question: see [[Skyrim:Block|Block]], [[Skyrim:Archery|Archery]], and [[Skyrim:One-handed|One-handed]] for examples of how I've been tweaking the tables over the last day.  What I've been trying to do is have the primary order of the table be one where each branch of the tree is presented in order, from left to right across the tree.  I like that order because it means that in most cases the prerequisite perk will be listed immediately above the one you're looking at.  However, the table is also made to be sortable, so that anyone who wants to see them ordered from lowest to highest skill (or else alphabetically) just has to click a button.  (And if you're ''really'' interested in skill perk trees, you might also want to see the discussion at [[Skyrim talk:Block]] for thoughts on how to map out the skill tree). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 00:03, 5 November 2011 (UTC)&lt;br /&gt;
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== Hand to Hand Replacement ==&lt;br /&gt;
&lt;br /&gt;
I've heard several times that the Two Handed skill in Skyrim also applies as a replacement for the Hand to Hand skill in Oblivion. Is this true? The Skills page does not seem to indicate this. [[Special:Contributions/99.166.190.167|99.166.190.167]] 00:19, 7 November 2011 (UTC)&lt;br /&gt;
:Only things I know of that increase H2H damage are the Khajit racial, gloves of pugilism, and the Heavy Armor perk that turns glove armor rating into weapon damage. I guess punching things is not meant to be a viable primary damage source in Skyrim. [[User:Allaryin|Allaryin]] 07:33, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Effects of Skill Increases ==&lt;br /&gt;
&lt;br /&gt;
I've removed the following information that was just added to the article:&lt;br /&gt;
:* ''It should be noted that the skill level itself dose not directly effect in-game performance. For example, destruction spells will cost the same amount of magicka and do the same amount damage at skill level 15 as they will at skill level 100, only applicable perks in the destruction tree will effect magicka cost and damage of the spells.''&lt;br /&gt;
:* ''Weapon damage is the same, a skill level above 15 will '''not''' increase weapon damage directly, a higher skill level will however unlock perks within the weapon skill tree that can be taken to increase damage.''&lt;br /&gt;
:* ''Alchemy, lockpicking, sneak, pickpocket etc... likewise are the same, raising these skills will only unlock perks within their respective trees, only the perks directly influence gameplay.''&lt;br /&gt;
&lt;br /&gt;
From watching the Bethesda demo video, it is obvious that skill increases '''do''' increase weapon damage -- you can see the damage values shown for weapons in the character's inventory increase each time the character's one-handed skill increases.  Furthermore, the leaked game manual explicitly stated that weapon damage is affected by weapon skills as well as perks, and that armor rating is affected by armor skills and perks.  The leaked manual also mentions that Speech skill affects persuasion and merchant prices; that Sneak skill affects sneaking; that Pickpocket skill affects pickpocketing; etc. Given this evidence, and the fact that skill levels have directly affected gameplay statistics in past Elder Scrolls games, I'm pretty skeptical about statements to the contrary that are presented without any supporting evidence. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:15, 8 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hmmm on closer inspection of the demo video the glass sword went from 13 damage to 14 damage between level ~21 and level ~25 in one handed skill. It seems I was wrong in this case(not that I mind), however I would like to point out why I thought that way; it just seemed to be redundant to have 20%-100% damage increasing perks if the skill itself raises damage. Likewise in spells, each tree has mana reducing perks and [effect] increasing perks, again it just seems to me that such perks are made redundant if the skill level itself effects these things. All in all though, it dose mean that characters who aren't 'pure' and thus cant invest as heavily in some perk trees wont be as gimped as I had feared. &lt;br /&gt;
:Thanks for the clarification Nephele. [[User:Kronos|Kronos]] 03:54, 8 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I don't know that it's redundant, especially given that you only have 70 perks (and the last 20 of those will come very slowly).  If you've run out of skill perks, there should still be some reward for increasing a skill from 15 to 100.  And in Oblivion there were also multiple benefits from increasing a skill -- you'd get the slight weapon damage increase, but you'd also get additional bonuses automatically unlocked at 25, 50, 75, and 100.  But it will be interesting to find out the relative importance of the perk improvements vs the skill-only improvements.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:49, 8 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To the first point, if your out of perks (~70) that means your already leveled up to the hard-cap, thus your skills are all already at 100. In oblivion, the slight damage increase with the weapon skill was the only available way to increase the respective weapons damage(armorer dosnt count as its a diffrent skill 'unrelated' to the weapon itself). In Skyrim there are now perks that do the damage increasing, (+20-100% damage), making a similar 'effect' with skill increases 'seem' redundant(at my first glance). As far as how it plays out in-game with skill only vs. skill+perks, I can only surmise that its like a doubled effectiveness, (theoretical super endgame sword) has a 'base damage' of 50, add say +50(?) from having 100 skill for a total 100 'base damage'. Now with perks add to that another +100% for a 200 'base damage' sword.&lt;br /&gt;
:::So if it does work like this, a 'Mage' with no weapon perks but 100 skill, still has a powerful weapon, but a 'warrior' with applicable perks who 'specilized' is twice as effective with the same weapon. Conversely the 'mage' who perked out magic trees can cast 50-100%(?) cheaper and 50-100%(?) more powerful spells than the 'warrior'. Both are still endgame 'demigods' but only truly 'godlike' in the area's they spent perks.[[User:Kronos|Kronos]] 06:03, 8 November 2011 (UTC)&lt;br /&gt;
:::: At skill 15 mana cost is 150% of cost with skill 100 (i.e. 45 vs 30 mana respectively). With skill abobe 100 - cost not decreased. This is skill-dependance, not perks. [[User:alopex|alopex]] 11 November 2011&lt;br /&gt;
&lt;br /&gt;
== Perk Descriptions ==&lt;br /&gt;
&lt;br /&gt;
For [[Skyrim:Heavy Armor]] I copied the ingame descriptions 1:1 (hopefully) to the table. Those could be annotated with additional information if need be. Or is copying the description exactly not that desireable? --[[User:Alfwyn|Alfwyn]] 11:14, 11 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Propose delete 'Pre-release message'==&lt;br /&gt;
Skyrim has now been released (at least in Australia). Each perk list has been confirmed from the menu in game final release. How some effects are implemented at higher levels still requires testing, but the perk list and ranks are complete. I propose we remove the 'pre-release' message. {{unsigned|Alienangel|11 November 2011}}&lt;br /&gt;
:See [[UESPWiki:Task List#Skyrim]] and [[:Category:Skyrim Pages Needing Verification]] for information on what needs to be done before removing the Pre-Release tags.  It's something that needs to be done one page at a time, based on an editor checking that individual page to make sure the information is correct -- and not just the perk tree, but the skill description and the skill usage.  Once you (or any other editor) has done that, you are free to remove the tag.  It's not something that needs a community discussion.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 13:36, 11 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Perks from quests? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have any details about which perks can be gained as rewards from which quests? Where should those be listed, here? Under the individual skill pages, or the location quest pages? I ran across a minor quest for the blacksmith in Windhelm (Recover Queen Freiya's Sword or something similar) and when I returned it he said something to the effect of &amp;quot;Let me teach you some smithing tricks&amp;quot;. Unfortunately, the character in question was a master smith with 100 skill and all the perks up the heavy tree to Dragon Armor, so got no reward. Not sure where to list it. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 14:02, 17 November 2011 (UTC)&lt;br /&gt;
:I think there is an entry on the [[SR:Perks|Perks]] page. Just throw it up on the [[SR:Smithing|Smithing]] too.--&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[User:Corevette789|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#222222&amp;quot;&amp;gt;Corevette&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-30px; margin-right:0px;&amp;quot;&amp;gt;[[User:Corevette789|&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;789&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 14:10, 17 November 2011 (UTC)&lt;br /&gt;
::The reward was just some smithing XP for me, no perk. --[[User:Alfwyn|Alfwyn]] 17:17, 17 November 2011 (UTC)&lt;br /&gt;
:::There are quite a few minor quests which grant a skill level in one or two fields. No perks as far as I can see. --[[User:Ulkomaalainen|Ulkomaalainen]] 06:10, 14 December 2011 (UTC)&lt;br /&gt;
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== Athletics ==&lt;br /&gt;
&lt;br /&gt;
Only disappointment from the otherwise great combat system was the lack of having athletic abilities. &lt;br /&gt;
How can u utilize a great feature like dual-wielding without being able to maneuver and evade properly?&lt;br /&gt;
Any suggestions or tactics?&lt;br /&gt;
:More stamina and wear Light Armor :3 Mr. Squishy is squishy though. [[User:Rayce Kaiser|Rayce Kaiser]] 13:45, 19 November 2011 (UTC)&lt;br /&gt;
::Both Heavy and Light Armor trees provide inexpensive perks that eliminate movement speed penalties for being armored (or use Steed stone). Light Armor also provides a perk that gives you +50% stamina regen, which means you can sprint like a maniac if desired - esp if you combine with the One-Handed perk to do double power-attack damage while sprinting ;) [[User:Allaryin|Allaryin]] 07:28, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skyrim Perk Calculator And Respec Tool ==&lt;br /&gt;
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I just finde this nice tool in forums topic.[http://chrizel.github.com/skyrim/index.html#t/0/0,0,0,0,0,0,0,0]&lt;br /&gt;
I do not know whether you can use it but for now it's probably the only application of its kind.&lt;br /&gt;
&lt;br /&gt;
== What are the hardest skills to level? ==&lt;br /&gt;
&lt;br /&gt;
In order to reach the maximum level with the least amount of difficulty, I plan on buying training for each level.  I want to make sure that I am buying training however for the skills that are the most difficult to level through play.  Any suggestions on which skills are the most difficult?  It seems to me that perhaps lockpicking, pickpocketing and speach would be good choices...````&lt;br /&gt;
:if you go out and buy skill training each level pickpocket should be the first skill to reach 100. Reason: After every single use of a trainer pickpocket the money you spent back (up to skill 51 training after that you need a whole stack of perks to have a chance). Lockpicking should be a close second if you just keep opening every lock you see. The two slowest to level are speech and restoration, third is conjuration. Even then speech can be leveled up in conjunction with alchemy by cycling buying/selling (note that merchants go buggy after having 32767 gold) the potions, the 2000+ you need to make (with the necklace of eminent haggling and improved thieves hood) should get you from 75 to 100 speech. For restoration use the turn/repel undead to speed up levelling since just healing won't get you far. Conjuration is slow due to the 'problem' of requiring atronarchs/daedra/corpses to get a decent level up, the best way is to (re)summon while fighting a dragon that is still airborne. [[Special:Contributions/87.209.59.17|87.209.59.17]] 14:25, 29 November 2011 (UTC)&lt;br /&gt;
::Slightly different experience here, so it depends on playstile. Sneak was by far the first to reach 100, since I hardly leave sneak mode in unknown terrain. Lockpicking, archery and conjuration were (are, not at 100 yet) the runners-up (conjuration: bound weapons seem to bring way more exp than summoned creatures). Due to my play style all the combat skills (1H, 2H, HA, LA, BL, DE) are lagging way behind, and since I do not pickpocket that much it is also only in the midfield. Also, some skills are really easy to spam to 100 if you like that and have the patience, so getting them to a desired level is no problem at all (Sneak, Illusion, Conjuration, Alteration, Smithing, Alchemy, Enchanting if you're willing to pay for soul gems, the last three will also help your Haggling skill), so spending money on training them really isn't worth it, since you have only 5 trainings per level. The slowest will probably be combat skills from a way you do not use and, as has been said, restoration. But if you want to train them is another question, you level up quicker for stronger opponents without becoming stronger yourself. --[[Special:Contributions/93.232.183.243|93.232.183.243]] 21:48, 30 November 2011 (UTC)&lt;br /&gt;
:::Search the speech page on here to see an easy way to level it and you can easily level resto by activating the atronach stone south of riften and going to any of the ruins with a fire trap and standing in the fire and continually cast healing and you can level conjuration by casting soul trap on a dead body.&lt;br /&gt;
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== Skill increases and level increases ==&lt;br /&gt;
&lt;br /&gt;
Is the note: &lt;br /&gt;
&lt;br /&gt;
     Increasing developed skills leads to faster player level increases.&lt;br /&gt;
&lt;br /&gt;
correct? It seems to me that an increase in my LOWER skills results in more progress toward level increases.&lt;br /&gt;
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&lt;br /&gt;
[[Special:Contributions/175.98.82.171|175.98.82.171]] 03:19, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I dont know whether the statement itself is true, that is however what the devs stated during previews.  However half of what they stated was lies so who knows...    [[User:JimmyDeSouza|JimmyDeSouza]] 01:31, 2 December 2011 (UTC)&lt;br /&gt;
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::It is correct, because when you level up a skill you get that level as experience, for example reaching level 20 sneak gives you 20xp towards your next level while reaching level 80 in sneak would give you 80 (4 times more) experience towards your next level.  Leveling up is determined by a math formula (you can find it on the wiki) with each level requiring more experience.  You will notice when you level up higher skills the bar moves more toward a level up then going from 15 to 16 in a skill--[[User:Lord.Baal|Lord.Baal]] 06:33, 6 December 2011 (UTC)&lt;br /&gt;
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:::Why does leveling some skills make you progress so much quicker than others? Like if you start as a cat and level by sneaking the progress bar goes up by loads. But if you level by crafting the progress bar goes up only a tiny bit. Training always makes the level progress bar go up by a tiny bit. Like it takes 10 levels by training, but only 5 if you just level by sneaking a lot I think. Can you explain how it worlks properly?&lt;br /&gt;
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== Skill Leveling ==&lt;br /&gt;
&lt;br /&gt;
I noticed every skill has its own section about this and also under notes there are usually 5+ methods for leveling the skill.  I was wondering if an admin could make a page I would work on for just generic skill leveling tips and tricks.  I believe Oblivion had an article page on it, and something like generic combat strategies.  I think its better to have one main page for leveling tips and strategies rather then every page be 1/3 about personal leveling tips.  I open to opinions but it seems people really want to talk about how they level skills and I wouldn't mind trying to start an article from scratch.&lt;br /&gt;
Thanks--[[User:Lord.Baal|Lord.Baal]] 07:01, 6 December 2011 (UTC)&lt;br /&gt;
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== NPC Skills Question ==&lt;br /&gt;
&lt;br /&gt;
Greetings! &lt;br /&gt;
&lt;br /&gt;
Do NPCs have skill perks? Or just the skills. I personally don't think they have, but for instance if they can have Bone Crusher (Blunt Weapons) then increasing armor beyond 567 would still make sense.&lt;br /&gt;
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== Drained Skills ==&lt;br /&gt;
&lt;br /&gt;
I noticed that I had my One-Handed skill 'drained'. When I went into the skill screen, it would show my skill level as '15' in red numbers, but if I moved in to select a perk, the current skill on the left indicated its previous value of '83'. There was no indication that there were any negative effects on me when looking in the 'Active Effects' tab on the magic menu. I noticed that this drain happened sometime between the start and finish of Meridia's quest — whether that has anything to do with the drain, I do not know. Reloading a save that already has the drain, restarting Skyrim, and using any of the shrines did nothing to correct it; however, leveling the skill has left it showing a white '84'.&lt;br /&gt;
: Had a similar problem once with sneak (which also dropped to 15 from 70something). No effect shown on magic page, waiting did not help. Only cure was to reload a save from before this happening. --[[User:Ulkomaalainen|Ulkomaalainen]] 06:07, 14 December 2011 (UTC)&lt;br /&gt;
::I had the same problem on the PC with One-Handed -- went from 64 to 15 for no discernible reason. I then used the console command incpcs onehanded to increase one skill level, and suddenly it was back up to its full level, showing 65 instead of the 16 I expected. Makes me wonder if my functional skill level was always 64 regardless of what showed on the skill screen. Another bug, blast it! -- [[User:Wordmama|Wordmama]] 00:08, 24 December 2011 (UTC)&lt;br /&gt;
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== Oblivion Replaced skills ==&lt;br /&gt;
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Now not really sure how these talk pages work, so anyway just informing you all that Oblivion skills that have been replaced, not including ones don't have singuralary-difined replace, but ones that have. Such as Marksman and Security. Now I've added them, but I wanted to sort of make sure if its alright. (Not really sure how to signature posts)&lt;br /&gt;
:I doubt the reason for the rename of security was the new lockpicking system. 'Security' made sense in Morrowind when you did both disarming and picking locked doors and chests, but it's better to just call it 'lockpicking' now. [[User:Shynaku|Shynaku]] 20:11, 26 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Skills&amp;diff=833295</id>
		<title>Skyrim talk:Skills</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Skills&amp;diff=833295"/>
		<updated>2011-12-27T05:38:48Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Ward spells */ new section&lt;/p&gt;
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&lt;div&gt;==Mystery Perks==&lt;br /&gt;
[http://theskyrimblog.com/?p=1763 Summaries] of the PC Gamer article have reported a few extra skill perks.  Master Trader is known to be [[Skyrim:Speech|Speech]] and Wax Key is presumably [[Skyrim:Lockpicking|Lockpicking]].  But I don't know what to do with the other two:&lt;br /&gt;
* '''Bribe''' lets you make guards forget about your bounty&lt;br /&gt;
* '''Vanish''' forces your attacker to focus their attacks on another when entering combat in sneak mode&lt;br /&gt;
They both sound like [[Skyrim:Sneak|Sneak]] perks, but don't seem to correspond to any of the Sneak perks reported by [http://forums.bethsoft.com/index.php?/topic/1233644-sammus-eurogamer-qa/ Sammuthegreat].  I haven't been able to find a copy of PC Gamer myself yet, though.  Should we just ignore these perks for now?  Or any thoughts on where they belong? --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 23:05, 1 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:[http://forums.bethsoft.com/index.php?/topic/1234242-pc-gamer-article/ This forum post] makes bribing a &amp;quot;Speechcraft&amp;quot; skill. Then again it has a seperate skill &amp;quot;Mercantile&amp;quot; too. Anyway, bribing sounds like it's a &amp;quot;Speech&amp;quot; perk to me, but I cannot back it up. --[[User:Alfwyn|Alfwyn]] 23:54, 1 October 2011 (UTC)&lt;br /&gt;
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::Thanks for that forum post -- it filled in a bunch of missing names.  I've gone ahead and added Bribe to Speech and Vanish to Sneak, as well as adding all the other names listed in that post.  Now we just have to wait and see what the game actually says. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 21:25, 2 October 2011 (UTC)&lt;br /&gt;
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== Perk table organization ==&lt;br /&gt;
&lt;br /&gt;
Should it be made standard to organize perk tables by skill level requirement?  This seems as if it would be the most useful ordering convention for most readers. [[User:Asterai|Asterai]] 21:38, 3 November 2011 (UTC)&lt;br /&gt;
:It would yes, but we don't have the lists till the game comes out on 11/11/11. And any lists added before then without a proper Ref will probably be removed. --&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;&amp;lt;sup&amp;gt;&amp;lt;span style=&amp;quot;font-size:x-small&amp;quot;&amp;gt; ·•· [[User_Talk:Kiz|Talk]] ·•· [[Special:Contributions/Kiz|Contribs]] ·•· [[Special:EmailUser/Kiz|Mail]] ·•·&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; 21:53, 3 November 2011 (UTC)&lt;br /&gt;
::Righto, but there are already a lot of lists up, skill reqs and all.  I have the entirely unconfirmed notion that someone somewhere has legit or illicit access to the game and is kindly editing the wiki to reflect his/her knowledge.  I just wanted to check in with the Wiki Collective before I reordered all the posted lists, see? [[User:Asterai|Asterai]] 23:10, 4 November 2011 (UTC)&lt;br /&gt;
:::Actually, I think the edit order is that someone has been posting the info to the [http://forums.bethsoft.com/index.php?/topic/1250101-layout-of-perk-trees/ Bethesda] [http://forums.bethsoft.com/index.php?/topic/1250628-layout-of-perk-trees-2/ forums], then our editors have been copying it from there.&lt;br /&gt;
:::Nevertheless, to address your real question: see [[Skyrim:Block|Block]], [[Skyrim:Archery|Archery]], and [[Skyrim:One-handed|One-handed]] for examples of how I've been tweaking the tables over the last day.  What I've been trying to do is have the primary order of the table be one where each branch of the tree is presented in order, from left to right across the tree.  I like that order because it means that in most cases the prerequisite perk will be listed immediately above the one you're looking at.  However, the table is also made to be sortable, so that anyone who wants to see them ordered from lowest to highest skill (or else alphabetically) just has to click a button.  (And if you're ''really'' interested in skill perk trees, you might also want to see the discussion at [[Skyrim talk:Block]] for thoughts on how to map out the skill tree). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 00:03, 5 November 2011 (UTC)&lt;br /&gt;
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== Hand to Hand Replacement ==&lt;br /&gt;
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I've heard several times that the Two Handed skill in Skyrim also applies as a replacement for the Hand to Hand skill in Oblivion. Is this true? The Skills page does not seem to indicate this. [[Special:Contributions/99.166.190.167|99.166.190.167]] 00:19, 7 November 2011 (UTC)&lt;br /&gt;
:Only things I know of that increase H2H damage are the Khajit racial, gloves of pugilism, and the Heavy Armor perk that turns glove armor rating into weapon damage. I guess punching things is not meant to be a viable primary damage source in Skyrim. [[User:Allaryin|Allaryin]] 07:33, 4 December 2011 (UTC)&lt;br /&gt;
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== Effects of Skill Increases ==&lt;br /&gt;
&lt;br /&gt;
I've removed the following information that was just added to the article:&lt;br /&gt;
:* ''It should be noted that the skill level itself dose not directly effect in-game performance. For example, destruction spells will cost the same amount of magicka and do the same amount damage at skill level 15 as they will at skill level 100, only applicable perks in the destruction tree will effect magicka cost and damage of the spells.''&lt;br /&gt;
:* ''Weapon damage is the same, a skill level above 15 will '''not''' increase weapon damage directly, a higher skill level will however unlock perks within the weapon skill tree that can be taken to increase damage.''&lt;br /&gt;
:* ''Alchemy, lockpicking, sneak, pickpocket etc... likewise are the same, raising these skills will only unlock perks within their respective trees, only the perks directly influence gameplay.''&lt;br /&gt;
&lt;br /&gt;
From watching the Bethesda demo video, it is obvious that skill increases '''do''' increase weapon damage -- you can see the damage values shown for weapons in the character's inventory increase each time the character's one-handed skill increases.  Furthermore, the leaked game manual explicitly stated that weapon damage is affected by weapon skills as well as perks, and that armor rating is affected by armor skills and perks.  The leaked manual also mentions that Speech skill affects persuasion and merchant prices; that Sneak skill affects sneaking; that Pickpocket skill affects pickpocketing; etc. Given this evidence, and the fact that skill levels have directly affected gameplay statistics in past Elder Scrolls games, I'm pretty skeptical about statements to the contrary that are presented without any supporting evidence. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 03:15, 8 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hmmm on closer inspection of the demo video the glass sword went from 13 damage to 14 damage between level ~21 and level ~25 in one handed skill. It seems I was wrong in this case(not that I mind), however I would like to point out why I thought that way; it just seemed to be redundant to have 20%-100% damage increasing perks if the skill itself raises damage. Likewise in spells, each tree has mana reducing perks and [effect] increasing perks, again it just seems to me that such perks are made redundant if the skill level itself effects these things. All in all though, it dose mean that characters who aren't 'pure' and thus cant invest as heavily in some perk trees wont be as gimped as I had feared. &lt;br /&gt;
:Thanks for the clarification Nephele. [[User:Kronos|Kronos]] 03:54, 8 November 2011 (UTC)&lt;br /&gt;
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::I don't know that it's redundant, especially given that you only have 70 perks (and the last 20 of those will come very slowly).  If you've run out of skill perks, there should still be some reward for increasing a skill from 15 to 100.  And in Oblivion there were also multiple benefits from increasing a skill -- you'd get the slight weapon damage increase, but you'd also get additional bonuses automatically unlocked at 25, 50, 75, and 100.  But it will be interesting to find out the relative importance of the perk improvements vs the skill-only improvements.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 04:49, 8 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To the first point, if your out of perks (~70) that means your already leveled up to the hard-cap, thus your skills are all already at 100. In oblivion, the slight damage increase with the weapon skill was the only available way to increase the respective weapons damage(armorer dosnt count as its a diffrent skill 'unrelated' to the weapon itself). In Skyrim there are now perks that do the damage increasing, (+20-100% damage), making a similar 'effect' with skill increases 'seem' redundant(at my first glance). As far as how it plays out in-game with skill only vs. skill+perks, I can only surmise that its like a doubled effectiveness, (theoretical super endgame sword) has a 'base damage' of 50, add say +50(?) from having 100 skill for a total 100 'base damage'. Now with perks add to that another +100% for a 200 'base damage' sword.&lt;br /&gt;
:::So if it does work like this, a 'Mage' with no weapon perks but 100 skill, still has a powerful weapon, but a 'warrior' with applicable perks who 'specilized' is twice as effective with the same weapon. Conversely the 'mage' who perked out magic trees can cast 50-100%(?) cheaper and 50-100%(?) more powerful spells than the 'warrior'. Both are still endgame 'demigods' but only truly 'godlike' in the area's they spent perks.[[User:Kronos|Kronos]] 06:03, 8 November 2011 (UTC)&lt;br /&gt;
:::: At skill 15 mana cost is 150% of cost with skill 100 (i.e. 45 vs 30 mana respectively). With skill abobe 100 - cost not decreased. This is skill-dependance, not perks. [[User:alopex|alopex]] 11 November 2011&lt;br /&gt;
&lt;br /&gt;
== Perk Descriptions ==&lt;br /&gt;
&lt;br /&gt;
For [[Skyrim:Heavy Armor]] I copied the ingame descriptions 1:1 (hopefully) to the table. Those could be annotated with additional information if need be. Or is copying the description exactly not that desireable? --[[User:Alfwyn|Alfwyn]] 11:14, 11 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Propose delete 'Pre-release message'==&lt;br /&gt;
Skyrim has now been released (at least in Australia). Each perk list has been confirmed from the menu in game final release. How some effects are implemented at higher levels still requires testing, but the perk list and ranks are complete. I propose we remove the 'pre-release' message. {{unsigned|Alienangel|11 November 2011}}&lt;br /&gt;
:See [[UESPWiki:Task List#Skyrim]] and [[:Category:Skyrim Pages Needing Verification]] for information on what needs to be done before removing the Pre-Release tags.  It's something that needs to be done one page at a time, based on an editor checking that individual page to make sure the information is correct -- and not just the perk tree, but the skill description and the skill usage.  Once you (or any other editor) has done that, you are free to remove the tag.  It's not something that needs a community discussion.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 13:36, 11 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Perks from quests? ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have any details about which perks can be gained as rewards from which quests? Where should those be listed, here? Under the individual skill pages, or the location quest pages? I ran across a minor quest for the blacksmith in Windhelm (Recover Queen Freiya's Sword or something similar) and when I returned it he said something to the effect of &amp;quot;Let me teach you some smithing tricks&amp;quot;. Unfortunately, the character in question was a master smith with 100 skill and all the perks up the heavy tree to Dragon Armor, so got no reward. Not sure where to list it. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 14:02, 17 November 2011 (UTC)&lt;br /&gt;
:I think there is an entry on the [[SR:Perks|Perks]] page. Just throw it up on the [[SR:Smithing|Smithing]] too.--&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[User:Corevette789|&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#222222&amp;quot;&amp;gt;Corevette&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;]]&amp;lt;/sup&amp;gt;&amp;lt;sub&amp;gt;&amp;lt;span style=&amp;quot;position: relative; left:-30px; margin-right:0px;&amp;quot;&amp;gt;[[User:Corevette789|&amp;lt;font color=&amp;quot;#444444&amp;quot;&amp;gt;789&amp;lt;/font&amp;gt;]]&amp;lt;/span&amp;gt;&amp;lt;/sub&amp;gt;&amp;lt;/small&amp;gt; 14:10, 17 November 2011 (UTC)&lt;br /&gt;
::The reward was just some smithing XP for me, no perk. --[[User:Alfwyn|Alfwyn]] 17:17, 17 November 2011 (UTC)&lt;br /&gt;
:::There are quite a few minor quests which grant a skill level in one or two fields. No perks as far as I can see. --[[User:Ulkomaalainen|Ulkomaalainen]] 06:10, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Athletics ==&lt;br /&gt;
&lt;br /&gt;
Only disappointment from the otherwise great combat system was the lack of having athletic abilities. &lt;br /&gt;
How can u utilize a great feature like dual-wielding without being able to maneuver and evade properly?&lt;br /&gt;
Any suggestions or tactics?&lt;br /&gt;
:More stamina and wear Light Armor :3 Mr. Squishy is squishy though. [[User:Rayce Kaiser|Rayce Kaiser]] 13:45, 19 November 2011 (UTC)&lt;br /&gt;
::Both Heavy and Light Armor trees provide inexpensive perks that eliminate movement speed penalties for being armored (or use Steed stone). Light Armor also provides a perk that gives you +50% stamina regen, which means you can sprint like a maniac if desired - esp if you combine with the One-Handed perk to do double power-attack damage while sprinting ;) [[User:Allaryin|Allaryin]] 07:28, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skyrim Perk Calculator And Respec Tool ==&lt;br /&gt;
&lt;br /&gt;
I just finde this nice tool in forums topic.[http://chrizel.github.com/skyrim/index.html#t/0/0,0,0,0,0,0,0,0]&lt;br /&gt;
I do not know whether you can use it but for now it's probably the only application of its kind.&lt;br /&gt;
&lt;br /&gt;
== What are the hardest skills to level? ==&lt;br /&gt;
&lt;br /&gt;
In order to reach the maximum level with the least amount of difficulty, I plan on buying training for each level.  I want to make sure that I am buying training however for the skills that are the most difficult to level through play.  Any suggestions on which skills are the most difficult?  It seems to me that perhaps lockpicking, pickpocketing and speach would be good choices...````&lt;br /&gt;
:if you go out and buy skill training each level pickpocket should be the first skill to reach 100. Reason: After every single use of a trainer pickpocket the money you spent back (up to skill 51 training after that you need a whole stack of perks to have a chance). Lockpicking should be a close second if you just keep opening every lock you see. The two slowest to level are speech and restoration, third is conjuration. Even then speech can be leveled up in conjunction with alchemy by cycling buying/selling (note that merchants go buggy after having 32767 gold) the potions, the 2000+ you need to make (with the necklace of eminent haggling and improved thieves hood) should get you from 75 to 100 speech. For restoration use the turn/repel undead to speed up levelling since just healing won't get you far. Conjuration is slow due to the 'problem' of requiring atronarchs/daedra/corpses to get a decent level up, the best way is to (re)summon while fighting a dragon that is still airborne. [[Special:Contributions/87.209.59.17|87.209.59.17]] 14:25, 29 November 2011 (UTC)&lt;br /&gt;
::Slightly different experience here, so it depends on playstile. Sneak was by far the first to reach 100, since I hardly leave sneak mode in unknown terrain. Lockpicking, archery and conjuration were (are, not at 100 yet) the runners-up (conjuration: bound weapons seem to bring way more exp than summoned creatures). Due to my play style all the combat skills (1H, 2H, HA, LA, BL, DE) are lagging way behind, and since I do not pickpocket that much it is also only in the midfield. Also, some skills are really easy to spam to 100 if you like that and have the patience, so getting them to a desired level is no problem at all (Sneak, Illusion, Conjuration, Alteration, Smithing, Alchemy, Enchanting if you're willing to pay for soul gems, the last three will also help your Haggling skill), so spending money on training them really isn't worth it, since you have only 5 trainings per level. The slowest will probably be combat skills from a way you do not use and, as has been said, restoration. But if you want to train them is another question, you level up quicker for stronger opponents without becoming stronger yourself. --[[Special:Contributions/93.232.183.243|93.232.183.243]] 21:48, 30 November 2011 (UTC)&lt;br /&gt;
:::Search the speech page on here to see an easy way to level it and you can easily level resto by activating the atronach stone south of riften and going to any of the ruins with a fire trap and standing in the fire and continually cast healing and you can level conjuration by casting soul trap on a dead body.&lt;br /&gt;
&lt;br /&gt;
== Skill increases and level increases ==&lt;br /&gt;
&lt;br /&gt;
Is the note: &lt;br /&gt;
&lt;br /&gt;
     Increasing developed skills leads to faster player level increases.&lt;br /&gt;
&lt;br /&gt;
correct? It seems to me that an increase in my LOWER skills results in more progress toward level increases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/175.98.82.171|175.98.82.171]] 03:19, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I dont know whether the statement itself is true, that is however what the devs stated during previews.  However half of what they stated was lies so who knows...    [[User:JimmyDeSouza|JimmyDeSouza]] 01:31, 2 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It is correct, because when you level up a skill you get that level as experience, for example reaching level 20 sneak gives you 20xp towards your next level while reaching level 80 in sneak would give you 80 (4 times more) experience towards your next level.  Leveling up is determined by a math formula (you can find it on the wiki) with each level requiring more experience.  You will notice when you level up higher skills the bar moves more toward a level up then going from 15 to 16 in a skill--[[User:Lord.Baal|Lord.Baal]] 06:33, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Why does leveling some skills make you progress so much quicker than others? Like if you start as a cat and level by sneaking the progress bar goes up by loads. But if you level by crafting the progress bar goes up only a tiny bit. Training always makes the level progress bar go up by a tiny bit. Like it takes 10 levels by training, but only 5 if you just level by sneaking a lot I think. Can you explain how it worlks properly?&lt;br /&gt;
&lt;br /&gt;
== Skill Leveling ==&lt;br /&gt;
&lt;br /&gt;
I noticed every skill has its own section about this and also under notes there are usually 5+ methods for leveling the skill.  I was wondering if an admin could make a page I would work on for just generic skill leveling tips and tricks.  I believe Oblivion had an article page on it, and something like generic combat strategies.  I think its better to have one main page for leveling tips and strategies rather then every page be 1/3 about personal leveling tips.  I open to opinions but it seems people really want to talk about how they level skills and I wouldn't mind trying to start an article from scratch.&lt;br /&gt;
Thanks--[[User:Lord.Baal|Lord.Baal]] 07:01, 6 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== NPC Skills Question ==&lt;br /&gt;
&lt;br /&gt;
Greetings! &lt;br /&gt;
&lt;br /&gt;
Do NPCs have skill perks? Or just the skills. I personally don't think they have, but for instance if they can have Bone Crusher (Blunt Weapons) then increasing armor beyond 567 would still make sense.&lt;br /&gt;
&lt;br /&gt;
== Drained Skills ==&lt;br /&gt;
&lt;br /&gt;
I noticed that I had my One-Handed skill 'drained'. When I went into the skill screen, it would show my skill level as '15' in red numbers, but if I moved in to select a perk, the current skill on the left indicated its previous value of '83'. There was no indication that there were any negative effects on me when looking in the 'Active Effects' tab on the magic menu. I noticed that this drain happened sometime between the start and finish of Meridia's quest — whether that has anything to do with the drain, I do not know. Reloading a save that already has the drain, restarting Skyrim, and using any of the shrines did nothing to correct it; however, leveling the skill has left it showing a white '84'.&lt;br /&gt;
: Had a similar problem once with sneak (which also dropped to 15 from 70something). No effect shown on magic page, waiting did not help. Only cure was to reload a save from before this happening. --[[User:Ulkomaalainen|Ulkomaalainen]] 06:07, 14 December 2011 (UTC)&lt;br /&gt;
::I had the same problem on the PC with One-Handed -- went from 64 to 15 for no discernible reason. I then used the console command incpcs onehanded to increase one skill level, and suddenly it was back up to its full level, showing 65 instead of the 16 I expected. Makes me wonder if my functional skill level was always 64 regardless of what showed on the skill screen. Another bug, blast it! -- [[User:Wordmama|Wordmama]] 00:08, 24 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Oblivion Replaced skills ==&lt;br /&gt;
&lt;br /&gt;
Now not really sure how these talk pages work, so anyway just informing you all that Oblivion skills that have been replaced, not including ones don't have singuralary-difined replace, but ones that have. Such as Marksman and Security. Now I've added them, but I wanted to sort of make sure if its alright. (Not really sure how to signature posts)&lt;br /&gt;
:I doubt the reason for the rename of security was the new lockpicking system. 'Security' made sense in Morrowind when you did both disarming and picking locked doors and chests, but it's better to just call it 'lockpicking' now. [[User:Shynaku|Shynaku]] 20:11, 26 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ward spells ==&lt;br /&gt;
&lt;br /&gt;
Can someone verify the cost-per-second of these spells? There's no way Steadfast Ward is going to be cheaper than Lesser.&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Ward&amp;diff=832926</id>
		<title>Skyrim talk:Ward</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Ward&amp;diff=832926"/>
		<updated>2011-12-26T22:21:22Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Costs */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==College practice ward==&lt;br /&gt;
What's up with college practice ward? It seems to be the same as the steadfast ward (even using the same spell effect id). Is this actually a different spell with the same effect? [[User:Chris3145|Chris3145]] 04:08, 20 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Costs ==&lt;br /&gt;
&lt;br /&gt;
Any word on why Steadfast Ward is cheaper than Lesser? Is this an error? [[Special:Contributions/75.47.107.236|75.47.107.236]] 22:21, 26 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:A_Lovely_Letter&amp;diff=832154</id>
		<title>Skyrim:A Lovely Letter</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:A_Lovely_Letter&amp;diff=832154"/>
		<updated>2011-12-26T06:24:52Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Notes */ techinicality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Miscellaneous}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Skyrim:Sven|Sven]] or [[Skyrim:Faendal|Faendal]]&lt;br /&gt;
|Loc=[[Skyrim:Riverwood|Riverwood]]&lt;br /&gt;
|Reward=25 gold, a follower&lt;br /&gt;
|Image=&lt;br /&gt;
|Imgdesc=&lt;br /&gt;
|description=Use a forged letter to resolve a love triangle&lt;br /&gt;
|ID=FreeformRiverwood01&lt;br /&gt;
}}&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions:  Provide a point-by-point list of the key tasks that need to be completed for this quest.  Spoilers should be avoided in the quick walkthrough. --&amp;gt;&lt;br /&gt;
*Learn about the love triangle from town people. (Optional)&lt;br /&gt;
*Talk to [[Skyrim:Sven|Sven]] (or [[Skyrim:Faendal|Faendal]]) about the love triangle.&lt;br /&gt;
**At this point you can talk to the other man involved in the love triangle (Sven if you talked to Faendal first and vice versa)&lt;br /&gt;
*Give the letter to [[Skyrim:Camilla Valerius|Camilla Valerius]]&lt;br /&gt;
*Return to the man you decided to help to finish the quest.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
&amp;lt;!-- Instructions: The detailed walkthrough should provide full information about the quest, organized into paragraphs.  Spoilers belong in this section.--&amp;gt;&lt;br /&gt;
[[Skyrim:Sven|Sven]] asks the player to give a forged message supposedly written by [[Skyrim:Faendal|Faendal]] to [[Skyrim:Camilla Valerius|Camilla Valerius]]. Alternatively, you can tell Faendal about the message to which he tasks you with giving Camilla a forged letter supposedly written by him.&lt;br /&gt;
&lt;br /&gt;
It is also possible to get a forged letter from [[Skyrim:Faendal|Faendal]] that is supposedly written by Sven.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
You can pickpocket Camilla to read the letter. For example, Faendal's fake letter says:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;My Dearest Camilla,&lt;br /&gt;
&lt;br /&gt;
I yearn to have you as my own,&lt;br /&gt;
Washing my linens,&lt;br /&gt;
And my fine blond hair,&lt;br /&gt;
To cook my dinner from my stove,&lt;br /&gt;
And tend to my house while I wander.&lt;br /&gt;
&lt;br /&gt;
Yours truly,&lt;br /&gt;
Sven&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sven's fake letter reads:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;Dear Camilla,&lt;br /&gt;
&lt;br /&gt;
I know I have called upon you at your&lt;br /&gt;
house many times, and while we may&lt;br /&gt;
be growing close, I need you to put any&lt;br /&gt;
desires you may have for me aside. I am&lt;br /&gt;
a true-born son of Valenwood, and I&lt;br /&gt;
could never befoul my bloodline by&lt;br /&gt;
courting an Imperial. I hope we can&lt;br /&gt;
remain true friends, provided you&lt;br /&gt;
understand your people's place in the&lt;br /&gt;
Aldmeri Dominion, and respect me as&lt;br /&gt;
such.&lt;br /&gt;
&lt;br /&gt;
Sincerely, Faendal&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Faendal makes a good companion because he is a marksman trainer. You can train [[Skyrim:Archery|Archery]] and later retrieve all the money you spent on the training from his inventory. This makes sense because a good friend should teach you for free.&lt;br /&gt;
&lt;br /&gt;
==Quest Stages==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||{{Quest Comment|Objective is assigned}}: Deliver Faendal's letter to Camilla&lt;br /&gt;
|20||{{Quest Comment|Objective is assigned}}: (Optional) Tell Sven about Faendal's letter&lt;br /&gt;
|110||{{Quest Comment|Objective is assigned}}: Deliver Sven's letter to Camilla&lt;br /&gt;
|120||{{Quest Comment|Objective is assigned}}: (Optional) Tell Faendal about Sven's letter&lt;br /&gt;
|210||{{Quest Comment|Objective is assigned}}: Talk to Faendal&lt;br /&gt;
|220||{{Quest Comment|Objective is assigned}}: Talk to Sven&lt;br /&gt;
}}&lt;br /&gt;
* The following empty quest stages were omitted from the table: 0, 5, 7, 105, 107, 200, 230, 240, 310, 320&lt;br /&gt;
{{Skyrim Quest Stages Notes}}&lt;br /&gt;
{{Stub|Quest}}&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Leveling&amp;diff=831336</id>
		<title>Skyrim:Leveling</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Leveling&amp;diff=831336"/>
		<updated>2011-12-25T07:18:40Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Heavy Armor */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail}}[[Category:Skyrim-Characters]]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
There are two types of leveling in Skyrim: character leveling and skill leveling.&lt;br /&gt;
&lt;br /&gt;
Each time your character increases in level you are provided with the opportunity to make key choices about your character's abilities. This happens via being able to choose to increase either [[Skyrim:Health|Health]], [[Skyrim:Magicka|Magicka]] or [[Skyrim:Stamina|Stamina]] and being given a new skill point to invest in a skill perk.&lt;br /&gt;
&lt;br /&gt;
Each time your character increases the level of a particular skill, you move closer towards gaining a character level, increase the general effectiveness of using that skill, and potentially unlocks the ability to choose new skill perks.&lt;br /&gt;
&lt;br /&gt;
==Gaining Levels==&lt;br /&gt;
Leveling your character is not the same as it was in Oblivion: instead it's based on an experience system related to skills.  &lt;br /&gt;
&lt;br /&gt;
As you use a [[Skyrim:Skills|skill]], you gain experience in that skill (which we will call &amp;quot;Skill XP&amp;quot;), leading to a skill level up. Skill level ups can also be acquired by [[Skyrim:Trainers|Training]] or by reading [[Skyrim:Skill Books|Skill Books]]. Every time you level-up a skill, you gain experience towards a character level-up (which we call &amp;quot;Character XP&amp;quot;, or simply &amp;quot;XP&amp;quot;). Further, increasing the levels of your skills is ''the only'' way you are able to increase your character XP. However, leveling up low-level skills offers a low amount of character XP towards your next level while leveling up high-level skills offers more. The required amount of character XP needed to gain a character level up increases with your character level. &lt;br /&gt;
&lt;br /&gt;
Unlike in Morrowind and Oblivion, you are not penalized with a lack of attribute bonuses at the time of 'leveling-up' because there are no attributes nor major/minor skills, so accidentally gaining levels before distributing 'points' (skill perks) will have no negative effect. Some content is still leveled (primarily enemy gear), so it is still possible to create a character too weak to keep up.&lt;br /&gt;
&lt;br /&gt;
The amount of skill XP you receive from using a skill in a specific way is constant. However, as you increase in skill level, the amount of skill XP required for the ''next'' skill level up increases. This is why blocking a few attacks from an Ice Wolf may give you a level-up in Block at the beginning of the game when your skill levels are low, but when your Block level is very high it will take a lot more attacks to gain a level-up; in this instance your Block would level up faster if you blocked an attack from a Giant (if possible!). Keep in mind that some skills are much easier to level than others. For example, one may quickly level their Smithing to 100 by solely crafting Iron Daggers; however, it will take a very long time to level One-Handed to 100 by solely attacking Skeevers with a specific One-Handed weapon, such as an Iron Dagger. Further, successfully using your skill yields more skill XP than unsuccessfully using it. For example, successfully picking a lock gives you more Lockpicking XP than breaking your lockpick.&lt;br /&gt;
&lt;br /&gt;
Some skills will only increase when there is an active component associated with them:&lt;br /&gt;
&lt;br /&gt;
* [[Skyrim:Sneak|Sneak]] will only increase if you are within range of and are avoiding detection by an entity that would otherwise be aware of your presence. You do not need to move for the skill to increase, though completing actions that are more difficult increase the skill faster, such as moving, and more notably completing Sneak Attacks.&lt;br /&gt;
* [[Skyrim:Conjuration|Conjuration]] derived from Raise Zombie or similar will only increase if the minion engages in combat. Bound weapons in combat will increase as well.&lt;br /&gt;
* [[Skyrim:Restoration|Restoration]] will only contribute if it is replenishing lost life/stamina and will level up faster when in combat.&lt;br /&gt;
* [[Skyrim:Alteration|Alteration]] derived from [[Skyrim:Detect Life|Detect Life]] will only increase if you are able to 'see' any entities with the spell.&lt;br /&gt;
* [[Skyrim:Destruction|Destruction]] from runes will only increase if the runes are triggered. Other destruction spells require a valid target, either a creature or NPC.&lt;br /&gt;
* [[Skyrim:Pickpocket|Pickpocketing]] gains an increase proportionate to the total value of lifted goods, assuming you are not caught.&lt;br /&gt;
* [[Skyrim:Lockpicking|Lockpicking]] will gain a small increase for every broken pick, and a substantial increase that varies based on lock level vs skill and perk level for every successfully picked lock.&lt;br /&gt;
* [[Skyrim:Smithing|Crafting]] of items and jewelry gives linear increases irrespective of item complexity/ingredient complexity.  Armor/weapon improvement gives about half as much skill increase as creating a new item. Smelting gives no skill increase.&lt;br /&gt;
* [[Skyrim:Alchemy|Alchemy]] of potions is proportional to the value of the potion created. A fortify carry weight potion with fortify health (Giant's toe, River betty, and Wheat for example) is worth much more than a ravage health potion, in turn giving significantly more alchemy experience. Wearing equipment with fortify alchemy buffs serves to increase the power of the potion, making it more valuable and consequently increasing the experience given also.&lt;br /&gt;
&lt;br /&gt;
Weapon type and quality appear to affect experience gained for the One-Handed and Two-Handed skills. When leveling One-Handed from 40--&amp;gt;41 using Iron weapons, it takes 105 strikes with a dagger, 60 with a sword, 53 with a war axe, and 47 with a mace. Furthermore, when leveling two-handed from 15--&amp;gt;16 using greatswords, it takes 5 strikes with an iron quality weapon, but only 3 strikes with a dwarven quality weapon. Power attacks do not seem to provide more experience than a standard attack.&lt;br /&gt;
&lt;br /&gt;
Note: Overtraining will still grant you level ups even if the progress bar is stuck at 100% (for example: If you start training Illusion from level 1 to Illusion lvl 44 you will be level 6 once you choose to level up).&lt;br /&gt;
&lt;br /&gt;
==Level and Skill XP Formulae==&lt;br /&gt;
Level XP is the experience points put towards raising your character's level. Skill XP is the experience points put towards raising your level in a particular skill.&lt;br /&gt;
&lt;br /&gt;
===Level XP===&lt;br /&gt;
&lt;br /&gt;
The formula for character leveling is as follows:&lt;br /&gt;
:Character XP gained = Skill level acquired&lt;br /&gt;
 &lt;br /&gt;
Example: Training alchemy from 20 to 21 gives 21 Character XP points&lt;br /&gt;
&lt;br /&gt;
:XP required to level up your character = Current level * 25 + 75 &lt;br /&gt;
&lt;br /&gt;
Example: 100 XP is required to advance from level 1 to level 2, and 1300 XP is required to advance from level 49 to 50.  '''This is consistent across all levels.''' (70-&amp;gt;71 follows the same formula as 3-&amp;gt;4)&lt;br /&gt;
&lt;br /&gt;
===Skill XP===&lt;br /&gt;
&lt;br /&gt;
The skill XP needed for the next skill level grows near-quadratically, as given by:&lt;br /&gt;
&lt;br /&gt;
k(x&amp;lt;sup&amp;gt;1.95&amp;lt;/sup&amp;gt;)+C&lt;br /&gt;
&lt;br /&gt;
where x is the current skill level. The coefficients are different for each skill, but can be broadly grouped in terms of rate of growth.&lt;br /&gt;
&lt;br /&gt;
*Combat&lt;br /&gt;
{| class=&amp;quot;wikitable firstleft&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!One Handed&lt;br /&gt;
!Two Handed&lt;br /&gt;
!Archery&lt;br /&gt;
!Block&lt;br /&gt;
!Light Armor&lt;br /&gt;
!Heavy Armor&lt;br /&gt;
|-&lt;br /&gt;
!k&lt;br /&gt;
|0.35&lt;br /&gt;
|0.35&lt;br /&gt;
|0.2&lt;br /&gt;
|0.25&lt;br /&gt;
|0.5&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
!C&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Magic&lt;br /&gt;
{| class=&amp;quot;wikitable firstleft&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Illusion&lt;br /&gt;
!Conjuration&lt;br /&gt;
!Destruction&lt;br /&gt;
!Restoration&lt;br /&gt;
!Alteration&lt;br /&gt;
|-&lt;br /&gt;
!k&lt;br /&gt;
|0.45&lt;br /&gt;
|0.95&lt;br /&gt;
|1.5&lt;br /&gt;
|1&lt;br /&gt;
|0.65&lt;br /&gt;
|-&lt;br /&gt;
!C&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Non-Combat&lt;br /&gt;
{| class=&amp;quot;wikitable firstleft&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Sneak&lt;br /&gt;
!Lockpicking&lt;br /&gt;
!Pickpocket&lt;br /&gt;
!Speechcraft&lt;br /&gt;
!Alchemy&lt;br /&gt;
!Enchanting&lt;br /&gt;
!Smithing&lt;br /&gt;
|-&lt;br /&gt;
!k&lt;br /&gt;
|0.045&lt;br /&gt;
|0.005&lt;br /&gt;
|0.03&lt;br /&gt;
|5&lt;br /&gt;
|2.1&lt;br /&gt;
|0.0015&lt;br /&gt;
|0.0019&lt;br /&gt;
|-&lt;br /&gt;
!C&lt;br /&gt;
|0&lt;br /&gt;
|–6&lt;br /&gt;
|–30&lt;br /&gt;
|–160&lt;br /&gt;
|–90&lt;br /&gt;
|0&lt;br /&gt;
|–2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The primary factor in broadly determining how much XP is needed for level up is the k coefficient, while several of the non-combat skills have non-zero C values that help early game gains. Please note that skill XP needed isn't the only determining factor for how quickly a skill levels. The amount of XP awarded by a use of that skill, and how frequently it is used is also important.&lt;br /&gt;
&lt;br /&gt;
==Leveling Decisions==&lt;br /&gt;
You are notified when you are eligible to level up.  When you accept the new level -which updates to the highest level you have currently earned - your character is fully healed, regaining any [[Skyrim:Health|Health]] or [[Skyrim:Magicka|Magicka]] that was depleted.  You can choose whether to do this immediately, or whether to use the level-up strategically to take maximum advantage of the healing bonuses.  In addition, you can level up anywhere; unlike in Oblivion or Morrowind, [[Skyrim:Sleeping|sleeping]] is not necessary.  Note that when you do choose to level, you will be raised to the highest level earned through skill progression; so if you have progressed 4 levels since the you last chose to level up you will gain all 4 of those levels the next time you open the skills tab. &lt;br /&gt;
&lt;br /&gt;
When leveling up, you are able to make two permanent character changes:&lt;br /&gt;
* One [[Skyrim:Attributes|attribute]] ([[Skyrim:Health|Health]], [[Skyrim:Magicka|Magicka]], [[Skyrim:Stamina|Stamina]]) can be increased by 10 points.  This choice is prompted for upon going to the perk and skill screen and leveling; if you gained 4 levels you will be prompted to make 4 choices in succession.  &lt;br /&gt;
* One [[Skyrim:Skills#Perks|skill perk]] can be unlocked. Skill Perks do NOT need to be used when leveling and may be saved for a later time.  This allows you to either utilize perk choices for immediate benefit in skills for which you meet the minimum or to chose to upgrade other paths once those requirements are met.  &lt;br /&gt;
&lt;br /&gt;
It should be emphasized that these choices are permanent barring modification of the game, additional content, or use of the developer console on the PC version of the game.  Once they are selected they are set - the option to confirm or cancel is presented when the choice is made and not when exiting the screen.  Since skill gain contributes to the earning of perks as general choices, it is possible to utilize gain in unrelated skills to progress through other perk paths should that be desirable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Navigating Skills / Adding a Perk (PC only)=====&lt;br /&gt;
Enter the skill screen by pressing Tab and selecting &amp;quot;Skills&amp;quot; (2x Up-Arrow or W-key), or alternately by hitting the ?/-key. Once on the screen, you can navigate through skills either by using the movement keys (A, D, W, S) or clicking with your mouse.&lt;br /&gt;
&lt;br /&gt;
Make sure the skill to which you would like to add a perk is centered on the screen and the constellation is visible. This brings up the perk tree for that skill. Navigate to the perk you wish to add. To add the perk, click directly on the star below the text. This will bring up a pop-up screen that you can answer with &amp;quot;Yes&amp;quot; (Enter) to add the perk or &amp;quot;No&amp;quot; (Tab) to cancel.&lt;br /&gt;
&lt;br /&gt;
==Maximum Level==&lt;br /&gt;
At higher levels, leveling up happens much more slowly, however there is no discrete change upon reaching level 50.  Level increases in Skyrim follow a formula (detailed above in the Gaining Levels section).  The maximum level is level 81 and is reached by increasing all skills to 100. With every skill mastered, the level progress meter will rest a little over halfway to '82', meaning it is not necessary to master every skill to achieve Level 81. &lt;br /&gt;
&lt;br /&gt;
One implication of the leveling system is that although it is possible to create a character with 100 in all skills, it is not possible for one character to unlock all skill perks, unless a console command is used (player.addperk). In such a case, one may unlock every perk available, even at level 1. There are 251 total skill perks (including multi-point perks), but only 80 of them can be unlocked by any given character.&lt;br /&gt;
&lt;br /&gt;
==Effects of Leveling==&lt;br /&gt;
Various aspects of the game are leveled.  This means that as your character increases in level, some enemies become more challenging but also the quality of the items you find becomes better.  However, the leveling system in Skyrim has been altered from that used in [[Oblivion:Oblivion|Oblivion]], in response to criticisms of Oblivion's leveling system.&lt;br /&gt;
&lt;br /&gt;
Different locations in Skyrim have different inherent difficulties.  In other words, some dungeons are designed to be too difficult for low-level characters to enter.  More challenging dungeons are generally located at higher elevations, meaning that early in the game players may want to avoid mountainous regions.  However, more difficult dungeons contain better rewards.  In addition, some high-quality items can be randomly found even early in the game.&lt;br /&gt;
&lt;br /&gt;
The level of a given dungeon is fixed the first time you enter it.  Therefore, places that you enter early in the game will always contain relatively weak enemies, even if you return to the same dungeon at the end of the game.&lt;br /&gt;
&lt;br /&gt;
In addition, all levelled enemies are generated more like levelled creatures in Oblivion. For example, Bandit NPCs are always a fixed level for their name (Bandits are level 1, Bandit Thugs are level 9, Bandit Highwaymen are level 14, etc). The player's level affects the range of possible bandit types generated within a bandit dungeon, and probably the frequency, but does not seem to affect the resulting stats except in a few rare cases. Lower variant bandits remain reasonably common even when more dangerous bandits are available. &lt;br /&gt;
&lt;br /&gt;
Enemy types also seem to reach a plateau where they stop getting stronger. The strongest bandits (non-boss) are mid-20s. The strongest generic vampire is 54, and guards seem to stop scaling at 50. This implies that the difficulty of many areas will not increase beyond certain levels, except perhaps in frequency of difficult encounters.&lt;br /&gt;
&lt;br /&gt;
==Leveling Exploits==&lt;br /&gt;
&lt;br /&gt;
===Trainer Pickpocketing===&lt;br /&gt;
&lt;br /&gt;
Train using a [[Skyrim:Trainers|skill trainer]] and then pickpocket your gold back.&lt;br /&gt;
&lt;br /&gt;
However, without any pickpocket perks, this only works up to skill level 30 or so. The highest you can go with this &amp;quot;exploit&amp;quot; is level 76. Even with a full complement of pickpocketing perks (Light Fingers 5/5: +100% chance to pp, Night Thief: +25% chance to pp if NPC is asleep, Cut Purse: +50% chance to steal gold), 100 pickpocket, and Thieves Guild armor (+15% pp), and the NPC sleeping, it is usually impossible (0% chance) to pickpocket back the nearly 4k in gold it costs to train skill level 77. You can attempt to use the Unrelenting Force shout to knock down the trainer, and then pickpocket them while they are getting back up (even though the menu still displays 0% chance.) However you should quicksave first as sometimes (though not often) this causes NPCs to attack you.&lt;br /&gt;
&lt;br /&gt;
On the other hand you can put a Paralysis Poison to the NPC's inventory and then steal gold, and it won't attack you.&lt;br /&gt;
&lt;br /&gt;
Also, only 5 skill points may be trained at a trainer per level across all skills. At higher levels, 5 skill increases may not even get you 1/4 of the way through a level. The remaining 10 or 15 skill increases you need to level must still be earned normally. Thus, the spending of 7 perk points in pickpocketing has a fairly shallow return when compared to doing a dungeon crawl or two (at higher levels) for the 25k+ gold you need for 5 training points. Dungeons respawn, but those 7 perk points are forever wasted unless you will otherwise use pickpocket.&lt;br /&gt;
&lt;br /&gt;
===Trainer Followers===&lt;br /&gt;
&lt;br /&gt;
There are several [[Skyrim:Trainers|trainers]] who are also [[Skyrim:Followers#Permanent_Followers|permanent followers]]. In this case, you can have them follow you, ask them to train, and then ask them to trade and take your gold back.&lt;br /&gt;
&lt;br /&gt;
Notably, there are 5 trainers (4 expert: {{SR|Archery}}, {{SR|Block}}, {{SR|One-handed}}, {{SR|Two-handed}}, 1 master: {{SR|Heavy Armor}}) in the Companions HQ (Jorrvaskr) in Whiterun who will all be your followers after you complete the companion quest line, some of them even earlier. {{SR|Faendal}} in {{SR|Riverwood}} will also be your follower if you complete [[Skyrim:A_Lovely_Letter|his quest]] in his favor, and he is a common {{SR|Archery}} trainer.&lt;br /&gt;
&lt;br /&gt;
===Oghma Infinium===&lt;br /&gt;
&lt;br /&gt;
Once you have obtained the {{SR|Oghma Infinium}} '''and have not already used it to gain knowledge''' (because it normally disappears when you do so), follow these steps to easily gain levels in the 18 {{SR|Skills}}:&lt;br /&gt;
&lt;br /&gt;
# Activate an empty book shelf to access the book shelf menu.&lt;br /&gt;
# Find the Oghma Infinium in your inventory, and open it.&lt;br /&gt;
# Choose any path (''The Path of Might'' to level {{SR|Combat}} skills, ''The Path of Shadow'' to level {{SR|Stealth}} skills, or ''The Path of Magic'' to level {{SR|Magic}} skills).&lt;br /&gt;
# Store the Oghma Infinium on the bookshelf.&lt;br /&gt;
# Leave the book shelf menu.&lt;br /&gt;
# Activate the Oghma Infinium on the book shelf.&lt;br /&gt;
# Select ''(Do Not Read)''.&lt;br /&gt;
# Take the book off the shelf&lt;br /&gt;
&lt;br /&gt;
Repeat the above until you are satisfied with the amount of levels you have gained.&amp;lt;ref&amp;gt;http://www.youtube.com/watch?v=9Y8NR6nDxjk&amp;amp;t=350s&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternate method:&lt;br /&gt;
&lt;br /&gt;
Find an open chest that is not claimed. Cupboards and even pots will work.&lt;br /&gt;
Open the container&lt;br /&gt;
Find the book in your inventory and read it, choosing a path.&lt;br /&gt;
Close the book and store it.&lt;br /&gt;
Close the container, then open it immediately.&lt;br /&gt;
Take the Oghma Infinium back out.&lt;br /&gt;
Repeat.&lt;br /&gt;
&lt;br /&gt;
*This have been fixed in the patch 1.3.5.0 (PS3, Xbox 360 checking)&lt;br /&gt;
&lt;br /&gt;
PS3 1.03 &lt;br /&gt;
Patch Put the book on the shelf exit the menu &lt;br /&gt;
Then angle the so you can take the book and open bookshelf on one shot &lt;br /&gt;
repeatedly hit x until your back in bookshelf menu then the path menu should pop up choose and repeat&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim: Out_of_Balance|Out Of Balance]]===&lt;br /&gt;
When you activate the focal points with the Tuning Gloves, you are given a god-like magicka recovery bonus that lets you cast and recover instantly. This can be used to spam expensive spells over and over to gain levels, if given the appropriate circumstance.&lt;br /&gt;
&lt;br /&gt;
==Skill Self-Training==&lt;br /&gt;
&lt;br /&gt;
===One- / Two-Handed=== &lt;br /&gt;
On completion of one of the Dark Brotherhood quests, you will get a horse named Shadowmere given to you. Corner or ride horse next to a wall, dismount and beat the hell out of him. He won't fight back and has amazingly high HP and HP Regeneration so your chances of killing him are very slim. To make sure you don't kill him, use an iron weapon of your choice, whether it be one handed or two handed, blunt or blade. You will level up very quickly depending on the level you're at.&lt;br /&gt;
&lt;br /&gt;
===Block / Armor===&lt;br /&gt;
Have a shield in one hand and Fast Healing in the other and find a decent enemy to beat your shield and or armor while healing.&lt;br /&gt;
Also helps your Restoration skill.&lt;br /&gt;
&lt;br /&gt;
Enchanting armor and clothing with the Regenerate Health effect and fighting low-level enemies can result in a situation where you regenerate health faster than they deal damage. This allows you to simply leave the game running and come back later, although progression may be slow.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
With all perks achievable at 80(unconfirmed without perks) skeever don't even hurt you with a full daedric legendary set.  Leveling while sleeping irl etc...&lt;br /&gt;
&lt;br /&gt;
===Smithing===&lt;br /&gt;
Create Iron Daggers multiple times. All you need are Iron Ingots and Leather Strips. Moves Smithing level up quite quickly if Daggers are made in large quantities.  If you are worried about the loss of gold this entails, Leather Bracers can be sold for close to the price of the parts of making them and will give you the same increase in Skill XP as Iron Daggers.  3 pieces of leather have a base cost of 30 (10 each) and can make 2 Leather Bracers for a base cost of 50 (25 each), at low levels of speech you will still loose 3 to 4 gold per bracer, but this is better than the near 20 gold for iron daggers.&lt;br /&gt;
&lt;br /&gt;
Embershard Mine, near Riverwood, and Halted Stream Camp, near Whiterun, are good early-game places to get a ''lot'' of Iron Ore. Hides from deer/elk, wolves, bears, etc provide plenty of free leather. Do not buy leather strips, buy leather and break it down yourself.&lt;br /&gt;
&lt;br /&gt;
===Alteration===&lt;br /&gt;
Use telekinesis and find an object to telekinesis on helps level up alteration fast.&lt;br /&gt;
&lt;br /&gt;
Use &amp;quot;Detect Life&amp;quot; spell in the busiest part of town to level up alteration fast. Eg the market place of Whiterun&lt;br /&gt;
&lt;br /&gt;
Use any Oak/Stoneskin whenever you're in battle. Early on, you'll get a level every time you cast.&lt;br /&gt;
&lt;br /&gt;
===Conjuration===&lt;br /&gt;
Casting Soul Trap on your own horse will count towards leveling up Conjuration, and the horse will not react at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, Summon anything stronger than a Familiar, and kill with Bound Swords. When the Summon goes hostile, it counts your Summon and your Bound Sword for your Conjuration skill. Doesn't eat the magicka of Soul Trap, but of course comes with its own hazards.&lt;br /&gt;
&lt;br /&gt;
===Restoration===&lt;br /&gt;
:1. Raise Zombie on any corpse.&lt;br /&gt;
:2. Cast Turn Lesser Undead, two handed if you can (not combined, it's too expensive, and thus too slow) against the zombie '''no more''' than three times.&lt;br /&gt;
:3. Wait a bit for your mana to recharge or whatever, just wait a little.&lt;br /&gt;
&lt;br /&gt;
Repeat until zombie falls. If the zombie gets a fourth hit, it'll run away making him harder to hit and your magicka will recover a lot slower. Modify to taste (stronger Turn Undead, stronger Reanimate so zombie lasts longer, etc.)&lt;br /&gt;
&lt;br /&gt;
Alternatively, find any constant damage (like fire columns) and continuously heal. A ''lot'' slower than the above, but possibly easier to manage.&lt;br /&gt;
&lt;br /&gt;
===Illusion===&lt;br /&gt;
Casting muffle on yourself repeatedly will level up your Illusion even if there are no enemies around. This method is a bit expensive in magicka.&lt;br /&gt;
&lt;br /&gt;
Cast Courage with both hands on any follower, a seated Jarl, a sleeping person, a static guard, a horse in a stable, anything that doesn't move. Courage is considered friendly aid, so NPCs won't bother with it, and it's cheap, so you are able to cast it more often without waiting for recharge. Just don't cast it on cowardly wildlife...&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
Experience granted by creating a potion during alchemy is proportional to the value of the potion created. Fortify carry weight is one of the most valuable potions that can be created, and at lower levels of alchemy, grants an entire level to the skill. When the potion is combined with fortify health ([[Skyrim:Giant's Toe|Giant's toe]], [[Skyrim:River Betty|River betty]] and [[Skyrim:Wheat|Wheat]] or Giant's Toe, [[Skyrim:Creep Cluster|Creep cluster]] and Wheat) for example whilst wearing equipment enchanted with a 100% bonus towards alchemy, and appropriate perks, crafting this single potion amounts to enough experience to level from 45 -&amp;gt; 46 alchemy.&lt;br /&gt;
Other potions which are similarly valuable include potions of invisibility, paralysis, and slow.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Find a corner of an inn where you can sneak undetected and paperweight the controller. As you level up, you will probably want/need to move closer to the innkeeper or other character to level up more efficiently.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can sneak attack any of the Greybeards with the difficulty set to master so they regenerate health faster than you can deal it. This is very effective when they are kneeling in the long hallway.&lt;br /&gt;
&lt;br /&gt;
Stealth-killing 'sleeping' Draugr (you can tell the type, you can't loot them, and often wear armor), or simply sneaking past them, is also a very quick way to level Sneak.&lt;br /&gt;
&lt;br /&gt;
===Speech===&lt;br /&gt;
Go to Riften and enter the Black-Briar Meadery. Find Ungrien (generally behind the counter) and ask him to &amp;quot;Tell me about Maven Black-Briar.&amp;quot; Keep pressing the continue button (A on x360). You should level up every 3 or 4 times you ask him this as you have to &amp;quot;Persuade&amp;quot; him.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Skyrim:Achievements|Achievements]] related to leveling are:&lt;br /&gt;
* [[File:SR-achievement-Apprentice.jpg|30px]] '''Apprentice''' -- Reach Level 5&lt;br /&gt;
* [[File:SR-achievement-Adept.jpg|30px]] '''Adept''' -- Reach Level 10&lt;br /&gt;
* [[File:SR-achievement-Expert.jpg|30px]] '''Expert''' -- Reach Level 25&lt;br /&gt;
* [[File:SR-achievement-Master.jpg|30px]] '''Master''' -- Reach Level 50&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Leveling&amp;diff=831335</id>
		<title>Skyrim:Leveling</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Leveling&amp;diff=831335"/>
		<updated>2011-12-25T07:16:00Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Effects of Leveling */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail}}[[Category:Skyrim-Characters]]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
There are two types of leveling in Skyrim: character leveling and skill leveling.&lt;br /&gt;
&lt;br /&gt;
Each time your character increases in level you are provided with the opportunity to make key choices about your character's abilities. This happens via being able to choose to increase either [[Skyrim:Health|Health]], [[Skyrim:Magicka|Magicka]] or [[Skyrim:Stamina|Stamina]] and being given a new skill point to invest in a skill perk.&lt;br /&gt;
&lt;br /&gt;
Each time your character increases the level of a particular skill, you move closer towards gaining a character level, increase the general effectiveness of using that skill, and potentially unlocks the ability to choose new skill perks.&lt;br /&gt;
&lt;br /&gt;
==Gaining Levels==&lt;br /&gt;
Leveling your character is not the same as it was in Oblivion: instead it's based on an experience system related to skills.  &lt;br /&gt;
&lt;br /&gt;
As you use a [[Skyrim:Skills|skill]], you gain experience in that skill (which we will call &amp;quot;Skill XP&amp;quot;), leading to a skill level up. Skill level ups can also be acquired by [[Skyrim:Trainers|Training]] or by reading [[Skyrim:Skill Books|Skill Books]]. Every time you level-up a skill, you gain experience towards a character level-up (which we call &amp;quot;Character XP&amp;quot;, or simply &amp;quot;XP&amp;quot;). Further, increasing the levels of your skills is ''the only'' way you are able to increase your character XP. However, leveling up low-level skills offers a low amount of character XP towards your next level while leveling up high-level skills offers more. The required amount of character XP needed to gain a character level up increases with your character level. &lt;br /&gt;
&lt;br /&gt;
Unlike in Morrowind and Oblivion, you are not penalized with a lack of attribute bonuses at the time of 'leveling-up' because there are no attributes nor major/minor skills, so accidentally gaining levels before distributing 'points' (skill perks) will have no negative effect. Some content is still leveled (primarily enemy gear), so it is still possible to create a character too weak to keep up.&lt;br /&gt;
&lt;br /&gt;
The amount of skill XP you receive from using a skill in a specific way is constant. However, as you increase in skill level, the amount of skill XP required for the ''next'' skill level up increases. This is why blocking a few attacks from an Ice Wolf may give you a level-up in Block at the beginning of the game when your skill levels are low, but when your Block level is very high it will take a lot more attacks to gain a level-up; in this instance your Block would level up faster if you blocked an attack from a Giant (if possible!). Keep in mind that some skills are much easier to level than others. For example, one may quickly level their Smithing to 100 by solely crafting Iron Daggers; however, it will take a very long time to level One-Handed to 100 by solely attacking Skeevers with a specific One-Handed weapon, such as an Iron Dagger. Further, successfully using your skill yields more skill XP than unsuccessfully using it. For example, successfully picking a lock gives you more Lockpicking XP than breaking your lockpick.&lt;br /&gt;
&lt;br /&gt;
Some skills will only increase when there is an active component associated with them:&lt;br /&gt;
&lt;br /&gt;
* [[Skyrim:Sneak|Sneak]] will only increase if you are within range of and are avoiding detection by an entity that would otherwise be aware of your presence. You do not need to move for the skill to increase, though completing actions that are more difficult increase the skill faster, such as moving, and more notably completing Sneak Attacks.&lt;br /&gt;
* [[Skyrim:Conjuration|Conjuration]] derived from Raise Zombie or similar will only increase if the minion engages in combat. Bound weapons in combat will increase as well.&lt;br /&gt;
* [[Skyrim:Restoration|Restoration]] will only contribute if it is replenishing lost life/stamina and will level up faster when in combat.&lt;br /&gt;
* [[Skyrim:Alteration|Alteration]] derived from [[Skyrim:Detect Life|Detect Life]] will only increase if you are able to 'see' any entities with the spell.&lt;br /&gt;
* [[Skyrim:Destruction|Destruction]] from runes will only increase if the runes are triggered. Other destruction spells require a valid target, either a creature or NPC.&lt;br /&gt;
* [[Skyrim:Pickpocket|Pickpocketing]] gains an increase proportionate to the total value of lifted goods, assuming you are not caught.&lt;br /&gt;
* [[Skyrim:Lockpicking|Lockpicking]] will gain a small increase for every broken pick, and a substantial increase that varies based on lock level vs skill and perk level for every successfully picked lock.&lt;br /&gt;
* [[Skyrim:Smithing|Crafting]] of items and jewelry gives linear increases irrespective of item complexity/ingredient complexity.  Armor/weapon improvement gives about half as much skill increase as creating a new item. Smelting gives no skill increase.&lt;br /&gt;
* [[Skyrim:Alchemy|Alchemy]] of potions is proportional to the value of the potion created. A fortify carry weight potion with fortify health (Giant's toe, River betty, and Wheat for example) is worth much more than a ravage health potion, in turn giving significantly more alchemy experience. Wearing equipment with fortify alchemy buffs serves to increase the power of the potion, making it more valuable and consequently increasing the experience given also.&lt;br /&gt;
&lt;br /&gt;
Weapon type and quality appear to affect experience gained for the One-Handed and Two-Handed skills. When leveling One-Handed from 40--&amp;gt;41 using Iron weapons, it takes 105 strikes with a dagger, 60 with a sword, 53 with a war axe, and 47 with a mace. Furthermore, when leveling two-handed from 15--&amp;gt;16 using greatswords, it takes 5 strikes with an iron quality weapon, but only 3 strikes with a dwarven quality weapon. Power attacks do not seem to provide more experience than a standard attack.&lt;br /&gt;
&lt;br /&gt;
Note: Overtraining will still grant you level ups even if the progress bar is stuck at 100% (for example: If you start training Illusion from level 1 to Illusion lvl 44 you will be level 6 once you choose to level up).&lt;br /&gt;
&lt;br /&gt;
==Level and Skill XP Formulae==&lt;br /&gt;
Level XP is the experience points put towards raising your character's level. Skill XP is the experience points put towards raising your level in a particular skill.&lt;br /&gt;
&lt;br /&gt;
===Level XP===&lt;br /&gt;
&lt;br /&gt;
The formula for character leveling is as follows:&lt;br /&gt;
:Character XP gained = Skill level acquired&lt;br /&gt;
 &lt;br /&gt;
Example: Training alchemy from 20 to 21 gives 21 Character XP points&lt;br /&gt;
&lt;br /&gt;
:XP required to level up your character = Current level * 25 + 75 &lt;br /&gt;
&lt;br /&gt;
Example: 100 XP is required to advance from level 1 to level 2, and 1300 XP is required to advance from level 49 to 50.  '''This is consistent across all levels.''' (70-&amp;gt;71 follows the same formula as 3-&amp;gt;4)&lt;br /&gt;
&lt;br /&gt;
===Skill XP===&lt;br /&gt;
&lt;br /&gt;
The skill XP needed for the next skill level grows near-quadratically, as given by:&lt;br /&gt;
&lt;br /&gt;
k(x&amp;lt;sup&amp;gt;1.95&amp;lt;/sup&amp;gt;)+C&lt;br /&gt;
&lt;br /&gt;
where x is the current skill level. The coefficients are different for each skill, but can be broadly grouped in terms of rate of growth.&lt;br /&gt;
&lt;br /&gt;
*Combat&lt;br /&gt;
{| class=&amp;quot;wikitable firstleft&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!One Handed&lt;br /&gt;
!Two Handed&lt;br /&gt;
!Archery&lt;br /&gt;
!Block&lt;br /&gt;
!Light Armor&lt;br /&gt;
!Heavy Armor&lt;br /&gt;
|-&lt;br /&gt;
!k&lt;br /&gt;
|0.35&lt;br /&gt;
|0.35&lt;br /&gt;
|0.2&lt;br /&gt;
|0.25&lt;br /&gt;
|0.5&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
!C&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Magic&lt;br /&gt;
{| class=&amp;quot;wikitable firstleft&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Illusion&lt;br /&gt;
!Conjuration&lt;br /&gt;
!Destruction&lt;br /&gt;
!Restoration&lt;br /&gt;
!Alteration&lt;br /&gt;
|-&lt;br /&gt;
!k&lt;br /&gt;
|0.45&lt;br /&gt;
|0.95&lt;br /&gt;
|1.5&lt;br /&gt;
|1&lt;br /&gt;
|0.65&lt;br /&gt;
|-&lt;br /&gt;
!C&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Non-Combat&lt;br /&gt;
{| class=&amp;quot;wikitable firstleft&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Sneak&lt;br /&gt;
!Lockpicking&lt;br /&gt;
!Pickpocket&lt;br /&gt;
!Speechcraft&lt;br /&gt;
!Alchemy&lt;br /&gt;
!Enchanting&lt;br /&gt;
!Smithing&lt;br /&gt;
|-&lt;br /&gt;
!k&lt;br /&gt;
|0.045&lt;br /&gt;
|0.005&lt;br /&gt;
|0.03&lt;br /&gt;
|5&lt;br /&gt;
|2.1&lt;br /&gt;
|0.0015&lt;br /&gt;
|0.0019&lt;br /&gt;
|-&lt;br /&gt;
!C&lt;br /&gt;
|0&lt;br /&gt;
|–6&lt;br /&gt;
|–30&lt;br /&gt;
|–160&lt;br /&gt;
|–90&lt;br /&gt;
|0&lt;br /&gt;
|–2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The primary factor in broadly determining how much XP is needed for level up is the k coefficient, while several of the non-combat skills have non-zero C values that help early game gains. Please note that skill XP needed isn't the only determining factor for how quickly a skill levels. The amount of XP awarded by a use of that skill, and how frequently it is used is also important.&lt;br /&gt;
&lt;br /&gt;
==Leveling Decisions==&lt;br /&gt;
You are notified when you are eligible to level up.  When you accept the new level -which updates to the highest level you have currently earned - your character is fully healed, regaining any [[Skyrim:Health|Health]] or [[Skyrim:Magicka|Magicka]] that was depleted.  You can choose whether to do this immediately, or whether to use the level-up strategically to take maximum advantage of the healing bonuses.  In addition, you can level up anywhere; unlike in Oblivion or Morrowind, [[Skyrim:Sleeping|sleeping]] is not necessary.  Note that when you do choose to level, you will be raised to the highest level earned through skill progression; so if you have progressed 4 levels since the you last chose to level up you will gain all 4 of those levels the next time you open the skills tab. &lt;br /&gt;
&lt;br /&gt;
When leveling up, you are able to make two permanent character changes:&lt;br /&gt;
* One [[Skyrim:Attributes|attribute]] ([[Skyrim:Health|Health]], [[Skyrim:Magicka|Magicka]], [[Skyrim:Stamina|Stamina]]) can be increased by 10 points.  This choice is prompted for upon going to the perk and skill screen and leveling; if you gained 4 levels you will be prompted to make 4 choices in succession.  &lt;br /&gt;
* One [[Skyrim:Skills#Perks|skill perk]] can be unlocked. Skill Perks do NOT need to be used when leveling and may be saved for a later time.  This allows you to either utilize perk choices for immediate benefit in skills for which you meet the minimum or to chose to upgrade other paths once those requirements are met.  &lt;br /&gt;
&lt;br /&gt;
It should be emphasized that these choices are permanent barring modification of the game, additional content, or use of the developer console on the PC version of the game.  Once they are selected they are set - the option to confirm or cancel is presented when the choice is made and not when exiting the screen.  Since skill gain contributes to the earning of perks as general choices, it is possible to utilize gain in unrelated skills to progress through other perk paths should that be desirable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Navigating Skills / Adding a Perk (PC only)=====&lt;br /&gt;
Enter the skill screen by pressing Tab and selecting &amp;quot;Skills&amp;quot; (2x Up-Arrow or W-key), or alternately by hitting the ?/-key. Once on the screen, you can navigate through skills either by using the movement keys (A, D, W, S) or clicking with your mouse.&lt;br /&gt;
&lt;br /&gt;
Make sure the skill to which you would like to add a perk is centered on the screen and the constellation is visible. This brings up the perk tree for that skill. Navigate to the perk you wish to add. To add the perk, click directly on the star below the text. This will bring up a pop-up screen that you can answer with &amp;quot;Yes&amp;quot; (Enter) to add the perk or &amp;quot;No&amp;quot; (Tab) to cancel.&lt;br /&gt;
&lt;br /&gt;
==Maximum Level==&lt;br /&gt;
At higher levels, leveling up happens much more slowly, however there is no discrete change upon reaching level 50.  Level increases in Skyrim follow a formula (detailed above in the Gaining Levels section).  The maximum level is level 81 and is reached by increasing all skills to 100. With every skill mastered, the level progress meter will rest a little over halfway to '82', meaning it is not necessary to master every skill to achieve Level 81. &lt;br /&gt;
&lt;br /&gt;
One implication of the leveling system is that although it is possible to create a character with 100 in all skills, it is not possible for one character to unlock all skill perks, unless a console command is used (player.addperk). In such a case, one may unlock every perk available, even at level 1. There are 251 total skill perks (including multi-point perks), but only 80 of them can be unlocked by any given character.&lt;br /&gt;
&lt;br /&gt;
==Effects of Leveling==&lt;br /&gt;
Various aspects of the game are leveled.  This means that as your character increases in level, some enemies become more challenging but also the quality of the items you find becomes better.  However, the leveling system in Skyrim has been altered from that used in [[Oblivion:Oblivion|Oblivion]], in response to criticisms of Oblivion's leveling system.&lt;br /&gt;
&lt;br /&gt;
Different locations in Skyrim have different inherent difficulties.  In other words, some dungeons are designed to be too difficult for low-level characters to enter.  More challenging dungeons are generally located at higher elevations, meaning that early in the game players may want to avoid mountainous regions.  However, more difficult dungeons contain better rewards.  In addition, some high-quality items can be randomly found even early in the game.&lt;br /&gt;
&lt;br /&gt;
The level of a given dungeon is fixed the first time you enter it.  Therefore, places that you enter early in the game will always contain relatively weak enemies, even if you return to the same dungeon at the end of the game.&lt;br /&gt;
&lt;br /&gt;
In addition, all levelled enemies are generated more like levelled creatures in Oblivion. For example, Bandit NPCs are always a fixed level for their name (Bandits are level 1, Bandit Thugs are level 9, Bandit Highwaymen are level 14, etc). The player's level affects the range of possible bandit types generated within a bandit dungeon, and probably the frequency, but does not seem to affect the resulting stats except in a few rare cases. Lower variant bandits remain reasonably common even when more dangerous bandits are available. &lt;br /&gt;
&lt;br /&gt;
Enemy types also seem to reach a plateau where they stop getting stronger. The strongest bandits (non-boss) are mid-20s. The strongest generic vampire is 54, and guards seem to stop scaling at 50. This implies that the difficulty of many areas will not increase beyond certain levels, except perhaps in frequency of difficult encounters.&lt;br /&gt;
&lt;br /&gt;
==Leveling Exploits==&lt;br /&gt;
&lt;br /&gt;
===Trainer Pickpocketing===&lt;br /&gt;
&lt;br /&gt;
Train using a [[Skyrim:Trainers|skill trainer]] and then pickpocket your gold back.&lt;br /&gt;
&lt;br /&gt;
However, without any pickpocket perks, this only works up to skill level 30 or so. The highest you can go with this &amp;quot;exploit&amp;quot; is level 76. Even with a full complement of pickpocketing perks (Light Fingers 5/5: +100% chance to pp, Night Thief: +25% chance to pp if NPC is asleep, Cut Purse: +50% chance to steal gold), 100 pickpocket, and Thieves Guild armor (+15% pp), and the NPC sleeping, it is usually impossible (0% chance) to pickpocket back the nearly 4k in gold it costs to train skill level 77. You can attempt to use the Unrelenting Force shout to knock down the trainer, and then pickpocket them while they are getting back up (even though the menu still displays 0% chance.) However you should quicksave first as sometimes (though not often) this causes NPCs to attack you.&lt;br /&gt;
&lt;br /&gt;
On the other hand you can put a Paralysis Poison to the NPC's inventory and then steal gold, and it won't attack you.&lt;br /&gt;
&lt;br /&gt;
Also, only 5 skill points may be trained at a trainer per level across all skills. At higher levels, 5 skill increases may not even get you 1/4 of the way through a level. The remaining 10 or 15 skill increases you need to level must still be earned normally. Thus, the spending of 7 perk points in pickpocketing has a fairly shallow return when compared to doing a dungeon crawl or two (at higher levels) for the 25k+ gold you need for 5 training points. Dungeons respawn, but those 7 perk points are forever wasted unless you will otherwise use pickpocket.&lt;br /&gt;
&lt;br /&gt;
===Trainer Followers===&lt;br /&gt;
&lt;br /&gt;
There are several [[Skyrim:Trainers|trainers]] who are also [[Skyrim:Followers#Permanent_Followers|permanent followers]]. In this case, you can have them follow you, ask them to train, and then ask them to trade and take your gold back.&lt;br /&gt;
&lt;br /&gt;
Notably, there are 5 trainers (4 expert: {{SR|Archery}}, {{SR|Block}}, {{SR|One-handed}}, {{SR|Two-handed}}, 1 master: {{SR|Heavy Armor}}) in the Companions HQ (Jorrvaskr) in Whiterun who will all be your followers after you complete the companion quest line, some of them even earlier. {{SR|Faendal}} in {{SR|Riverwood}} will also be your follower if you complete [[Skyrim:A_Lovely_Letter|his quest]] in his favor, and he is a common {{SR|Archery}} trainer.&lt;br /&gt;
&lt;br /&gt;
===Oghma Infinium===&lt;br /&gt;
&lt;br /&gt;
Once you have obtained the {{SR|Oghma Infinium}} '''and have not already used it to gain knowledge''' (because it normally disappears when you do so), follow these steps to easily gain levels in the 18 {{SR|Skills}}:&lt;br /&gt;
&lt;br /&gt;
# Activate an empty book shelf to access the book shelf menu.&lt;br /&gt;
# Find the Oghma Infinium in your inventory, and open it.&lt;br /&gt;
# Choose any path (''The Path of Might'' to level {{SR|Combat}} skills, ''The Path of Shadow'' to level {{SR|Stealth}} skills, or ''The Path of Magic'' to level {{SR|Magic}} skills).&lt;br /&gt;
# Store the Oghma Infinium on the bookshelf.&lt;br /&gt;
# Leave the book shelf menu.&lt;br /&gt;
# Activate the Oghma Infinium on the book shelf.&lt;br /&gt;
# Select ''(Do Not Read)''.&lt;br /&gt;
# Take the book off the shelf&lt;br /&gt;
&lt;br /&gt;
Repeat the above until you are satisfied with the amount of levels you have gained.&amp;lt;ref&amp;gt;http://www.youtube.com/watch?v=9Y8NR6nDxjk&amp;amp;t=350s&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternate method:&lt;br /&gt;
&lt;br /&gt;
Find an open chest that is not claimed. Cupboards and even pots will work.&lt;br /&gt;
Open the container&lt;br /&gt;
Find the book in your inventory and read it, choosing a path.&lt;br /&gt;
Close the book and store it.&lt;br /&gt;
Close the container, then open it immediately.&lt;br /&gt;
Take the Oghma Infinium back out.&lt;br /&gt;
Repeat.&lt;br /&gt;
&lt;br /&gt;
*This have been fixed in the patch 1.3.5.0 (PS3, Xbox 360 checking)&lt;br /&gt;
&lt;br /&gt;
PS3 1.03 &lt;br /&gt;
Patch Put the book on the shelf exit the menu &lt;br /&gt;
Then angle the so you can take the book and open bookshelf on one shot &lt;br /&gt;
repeatedly hit x until your back in bookshelf menu then the path menu should pop up choose and repeat&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim: Out_of_Balance|Out Of Balance]]===&lt;br /&gt;
When you activate the focal points with the Tuning Gloves, you are given a god-like magicka recovery bonus that lets you cast and recover instantly. This can be used to spam expensive spells over and over to gain levels, if given the appropriate circumstance.&lt;br /&gt;
&lt;br /&gt;
==Skill Self-Training==&lt;br /&gt;
&lt;br /&gt;
===One- / Two-Handed=== &lt;br /&gt;
On completion of one of the Dark Brotherhood quests, you will get a horse named Shadowmere given to you. Corner or ride horse next to a wall, dismount and beat the hell out of him. He won't fight back and has amazingly high HP and HP Regeneration so your chances of killing him are very slim. To make sure you don't kill him, use an iron weapon of your choice, whether it be one handed or two handed, blunt or blade. You will level up very quickly depending on the level you're at.&lt;br /&gt;
&lt;br /&gt;
===Block / Armor===&lt;br /&gt;
Have a shield in one hand and Fast Healing in the other and find a decent enemy to beat your shield and or armor while healing.&lt;br /&gt;
Also helps your Restoration skill.&lt;br /&gt;
&lt;br /&gt;
Enchanting armor and clothing with the Regenerate Health effect and fighting low-level enemies can result in a situation where you regenerate health faster than they deal damage. This allows you to simply leave the game running and come back later, although progression may be slow.&lt;br /&gt;
&lt;br /&gt;
===Heavy Armor===&lt;br /&gt;
With all perks acheivable at 80(unconfirmed without perks) skeever don't even hurt you with a full daedric legendary set.  Leveling while sleeping irl etc...&lt;br /&gt;
&lt;br /&gt;
===Smithing===&lt;br /&gt;
Create Iron Daggers multiple times. All you need are Iron Ingots and Leather Strips. Moves Smithing level up quite quickly if Daggers are made in large quantities.  If you are worried about the loss of gold this entails, Leather Bracers can be sold for close to the price of the parts of making them and will give you the same increase in Skill XP as Iron Daggers.  3 pieces of leather have a base cost of 30 (10 each) and can make 2 Leather Bracers for a base cost of 50 (25 each), at low levels of speech you will still loose 3 to 4 gold per bracer, but this is better than the near 20 gold for iron daggers.&lt;br /&gt;
&lt;br /&gt;
Embershard Mine, near Riverwood, and Halted Stream Camp, near Whiterun, are good early-game places to get a ''lot'' of Iron Ore. Hides from deer/elk, wolves, bears, etc provide plenty of free leather. Do not buy leather strips, buy leather and break it down yourself.&lt;br /&gt;
&lt;br /&gt;
===Alteration===&lt;br /&gt;
Use telekinesis and find an object to telekinesis on helps level up alteration fast.&lt;br /&gt;
&lt;br /&gt;
Use &amp;quot;Detect Life&amp;quot; spell in the busiest part of town to level up alteration fast. Eg the market place of Whiterun&lt;br /&gt;
&lt;br /&gt;
Use any Oak/Stoneskin whenever you're in battle. Early on, you'll get a level every time you cast.&lt;br /&gt;
&lt;br /&gt;
===Conjuration===&lt;br /&gt;
Casting Soul Trap on your own horse will count towards leveling up Conjuration, and the horse will not react at all.&lt;br /&gt;
&lt;br /&gt;
Alternatively, Summon anything stronger than a Familiar, and kill with Bound Swords. When the Summon goes hostile, it counts your Summon and your Bound Sword for your Conjuration skill. Doesn't eat the magicka of Soul Trap, but of course comes with its own hazards.&lt;br /&gt;
&lt;br /&gt;
===Restoration===&lt;br /&gt;
:1. Raise Zombie on any corpse.&lt;br /&gt;
:2. Cast Turn Lesser Undead, two handed if you can (not combined, it's too expensive, and thus too slow) against the zombie '''no more''' than three times.&lt;br /&gt;
:3. Wait a bit for your mana to recharge or whatever, just wait a little.&lt;br /&gt;
&lt;br /&gt;
Repeat until zombie falls. If the zombie gets a fourth hit, it'll run away making him harder to hit and your magicka will recover a lot slower. Modify to taste (stronger Turn Undead, stronger Reanimate so zombie lasts longer, etc.)&lt;br /&gt;
&lt;br /&gt;
Alternatively, find any constant damage (like fire columns) and continuously heal. A ''lot'' slower than the above, but possibly easier to manage.&lt;br /&gt;
&lt;br /&gt;
===Illusion===&lt;br /&gt;
Casting muffle on yourself repeatedly will level up your Illusion even if there are no enemies around. This method is a bit expensive in magicka.&lt;br /&gt;
&lt;br /&gt;
Cast Courage with both hands on any follower, a seated Jarl, a sleeping person, a static guard, a horse in a stable, anything that doesn't move. Courage is considered friendly aid, so NPCs won't bother with it, and it's cheap, so you are able to cast it more often without waiting for recharge. Just don't cast it on cowardly wildlife...&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
Experience granted by creating a potion during alchemy is proportional to the value of the potion created. Fortify carry weight is one of the most valuable potions that can be created, and at lower levels of alchemy, grants an entire level to the skill. When the potion is combined with fortify health ([[Skyrim:Giant's Toe|Giant's toe]], [[Skyrim:River Betty|River betty]] and [[Skyrim:Wheat|Wheat]] or Giant's Toe, [[Skyrim:Creep Cluster|Creep cluster]] and Wheat) for example whilst wearing equipment enchanted with a 100% bonus towards alchemy, and appropriate perks, crafting this single potion amounts to enough experience to level from 45 -&amp;gt; 46 alchemy.&lt;br /&gt;
Other potions which are similarly valuable include potions of invisibility, paralysis, and slow.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Find a corner of an inn where you can sneak undetected and paperweight the controller. As you level up, you will probably want/need to move closer to the innkeeper or other character to level up more efficiently.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can sneak attack any of the Greybeards with the difficulty set to master so they regenerate health faster than you can deal it. This is very effective when they are kneeling in the long hallway.&lt;br /&gt;
&lt;br /&gt;
Stealth-killing 'sleeping' Draugr (you can tell the type, you can't loot them, and often wear armor), or simply sneaking past them, is also a very quick way to level Sneak.&lt;br /&gt;
&lt;br /&gt;
===Speech===&lt;br /&gt;
Go to Riften and enter the Black-Briar Meadery. Find Ungrien (generally behind the counter) and ask him to &amp;quot;Tell me about Maven Black-Briar.&amp;quot; Keep pressing the continue button (A on x360). You should level up every 3 or 4 times you ask him this as you have to &amp;quot;Persuade&amp;quot; him.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Skyrim:Achievements|Achievements]] related to leveling are:&lt;br /&gt;
* [[File:SR-achievement-Apprentice.jpg|30px]] '''Apprentice''' -- Reach Level 5&lt;br /&gt;
* [[File:SR-achievement-Adept.jpg|30px]] '''Adept''' -- Reach Level 10&lt;br /&gt;
* [[File:SR-achievement-Expert.jpg|30px]] '''Expert''' -- Reach Level 25&lt;br /&gt;
* [[File:SR-achievement-Master.jpg|30px]] '''Master''' -- Reach Level 50&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Shroud_Hearth_Barrow&amp;diff=831308</id>
		<title>Skyrim:Shroud Hearth Barrow</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Shroud_Hearth_Barrow&amp;diff=831308"/>
		<updated>2011-12-25T06:50:01Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Nordic Ruin&lt;br /&gt;
|zones=2&lt;br /&gt;
|image=SR-place-Shroud Hearth Barrow.jpg&lt;br /&gt;
|imgdesc=&lt;br /&gt;
|region=&lt;br /&gt;
|occupants=[[Skyrim:Draugr|Draugr]]s, [[Skyrim:Wyndelius_Gatharian|Wyndelius Gatharian]]&lt;br /&gt;
|location=Ivarstead&lt;br /&gt;
|description=An ancient Nord ruin located next to [[Skyrim:Ivarstead|Ivarstead]]&lt;br /&gt;
|locationcode=ShroudHearthBarrow01, ShroudHearthBarrow02&lt;br /&gt;
|dungeon=1&lt;br /&gt;
|clearable=1&lt;br /&gt;
|city=Ivarstead&lt;br /&gt;
|marker_id=Nordic Ruin&lt;br /&gt;
|alchemy=1&lt;br /&gt;
}} [[Category:Skyrim-Places-Draugr_Crypts]]&lt;br /&gt;
&lt;br /&gt;
The residents of Ivarstead believe the barrow is haunted.  [[Skyrim:Wilhelm|Wilhelm]], the local innkeeper will provide the player with the most information about it, citing the example of [[Skyrim:Wyndelius Gatharian|Wyndelius Gatharian]], an adventurer who tried exploring the barrow a year earlier, but never returned.&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Lifting the Shroud}}&lt;br /&gt;
&lt;br /&gt;
== Word Wall ==&lt;br /&gt;
The [[Skyrim:Word Wall|Word Wall]] in Shroud Hearth Barrow contains a word for [[Skyrim:Dragon Shouts|Kyne's Peace shout]].&lt;br /&gt;
&lt;br /&gt;
== Walkthrough ==&lt;br /&gt;
The first part of the barrow has no enemies, only several traps that the player must navigate. At the first intersection head left into a room with four levers, two at each side of the door. When looking out of the door, the three levers to the left control two metal gates that the player must open. The right side lever causes an arrow trap that causes damage if the player is not crouching. Pulling the two middle levers will successfully open both gates, allowing you to continue.&lt;br /&gt;
&lt;br /&gt;
Note: It is possible to use a lever and use the [[Skyrim:Whirlwind_Sprint|Whirlwind Sprint]] [[Skyrim:Shout|dragon shout]] to clear the gate before it closes. While this will allow you to continue exploring the barrow, you may be left unable to open the exit gate and get stuck permanently in the barrow.&lt;br /&gt;
&lt;br /&gt;
In the next room, to the right is an apprentice locked door. Directly behind it is a pressure plate that activates a spike trap. It is, however, nowhere near the pressure plate so walking slowly over it will leave you unharmed. Beyond the spike trap is a booby-trapped chest. Moving back, pull the chain to open the next gate and continue on. There is a spike trap here too, but once again moving slowly over it will work.&lt;br /&gt;
&lt;br /&gt;
In this next room, there is a booby-trapped door to the right, and an unlocked door ahead. Moving forward will lead to Wyndelius' room, who will immediately be aggressive towards the player. Or he might be asleep in bed, making him easy to sneak past. Upon killing him or sneaking around him, the player is free to take his potions 'Philter of the Phantom' which he has been using to scare the villagers. You can also take Wyndelius's Journal, which contains information that [[Skyrim:Wilhelm|Wilhelm]] will want to know about. In exchange for the journal, Wilhelm will give the [[Skyrim:Sapphire Dragon Claw|Sapphire Dragon Claw]], which is needed to explore the rest of the barrow.&lt;br /&gt;
&lt;br /&gt;
Heading through the booby-trapped door, the player will find a standard combination lock to use the claw on. The combination is located on the Claw - look at it in your inventory. Once open it leads to a hall containing five stone caskets with Draugr. When moving ahead, a metal gate will automatically open and the five Draugr will attack. Once dispatched, you can use the lever behind the opened gate to open the next door which leads to a stair leading up. On the ground floor is a grate, which will open when stepped on causing the player to fall in the water. Inside this water pit are several items and one handle. If this handle is activated, the grate will close, leaving no way out until it is pulled a second time.&lt;br /&gt;
&lt;br /&gt;
When going up the stairs, there are two doors, one of which a master locked door behind which is an Expert locked chest with very decent loot. The other leads to a room leading down some stairs. In this room there are an arrow trap, a skeleton archer and a second trap. Moving slowly will make sure no one gets hurt. Moving onward, the next room has five skeleton archers in it, all standing in flammable substance. Either use fire magic, or shoot down one of the lights above it to light it up and dispatch these enemies before they move out of the central pit. Before you head downstairs, you may notice a side room with no apparent access; activate a handle on the wall where the stairs are to open the passage. Once you cross the pit and head up the stairs in the opposite direction, three draugr will awaken.&lt;br /&gt;
&lt;br /&gt;
In the next room is a tripwire that activates a pendulum trap. It can be used to kill one of the draugr, or jump over it to avoid the hassle of running through the trap. A chain at the entrance of the next room can be activated to stop the swinging blades. This room holds a few draugr and another pressure plate triggering a swinging door with spikes. One of the draugr in this room will have a Shroud Hearth Barrow key for you to pick up.&lt;br /&gt;
&lt;br /&gt;
The next hall contains a bridge in the raised position, a couple of draugr, a door, a pressure plate and four pillars. Once you dispatch the draugr, you can open the door and gain access to a second room with another couple of draugr, a second pressure plate and four alcoves. Kill the draugr and step on the pressure plate to make make a mechanism move. The mechanism will rotate stone walls in the alcoves so that you can see a statue behind each at any given time. Keep track of the symbol on each statue behind these rotating walls because they represent the correct combination needed for the pillars outside of this room.&lt;br /&gt;
Back to the room with the bridge, activate the pillars to the proper combination (left-to-right while looking towards the inner room with the rotating stones, this should be: Fish, Eagle, Serpent, Fish). Once the pillars are in place, step on the pressure plate in front of the bridge to have the bridge lower and the gate beyond it open. Behind the waterfall at the far end of the room is a max-level weapon.&lt;br /&gt;
&lt;br /&gt;
Directly behind this doorway is another pressure plate that activates a trap, but moving slowly over it will once again leave you unharmed. To the right is an apprentice locked door leading to a room with a gold ingot in it, laying on a reverse pressure plate which activates a fire trap when removed. If you are quick enough, you can get out of the danger area before it activates, or shoot the ingot off of the pedestal and wait for the trap to stop.&lt;br /&gt;
&lt;br /&gt;
The last trap in this zone is a rockfall trap set off with a tripwire. Jumping over it, or activating it and backing off will leave you unharmed. Further down the way is the entrance to Shroud Hearth Depths.&lt;br /&gt;
[[File:SR-Shroud Hearth Barrow Word Wall.jpg|thumb|right|The Word Wall]]&lt;br /&gt;
The first hall in this next zone has thirteen stone coffins in it. The moment you enter too far, a metal gate will close the way back and enemies will start waking from their resting places. There are six skeletons and seven draugr, of which one is boss level. A nice easy way to reduce this is to use a rune and cast it at the coffins, causing them to wake up/die depending on rune damage and can easily reduce the number to five or so if you have the [[Skyrim:Destruction#Rune Master|Rune Master]] perk. The enemies will wake up as they are killed, and once all are dead, both the way back and the way forward will be opened. There are no more enemies further down the cave. &lt;br /&gt;
&lt;br /&gt;
The last area contains a Novice-level booby-trapped chest with a Word Wall. There is an adept-level chest underneath the wood bridge in the northern part of the water. Once you have the shout from the wall, you can exit through a bridge on the right of the Word Wall.&lt;br /&gt;
&lt;br /&gt;
''Note:'' Opposite the exit, to the left of the Word Wall, there is a broken bridge, and you may spot on the other side a sword. You can use Whirlwind Sprint to cross the broken bridge, or use bow or spell effects to knock the sword lose (eg. a Frost Rune) and then find it in the dark water below. One simple way is to repeatedly use the shout Unrelenting Force (the first shout learned), and eventually shout the items into the water.&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Enchanting&amp;diff=829780</id>
		<title>Skyrim:Enchanting</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Enchanting&amp;diff=829780"/>
		<updated>2011-12-24T04:54:45Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Bugs */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Enchanting.png&lt;br /&gt;
|Special=Magic&lt;br /&gt;
|ExTrail=[[Skyrim:Magic Overview|Magic]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Enchanting''' is the ability to add magical [[Skyrim:Enchanting Effects|effects]] to items such as [[Skyrim:weapons|weapons]], [[Skyrim:armor|armor]] and [[Skyrim:Clothing|clothes]]. Increasing this skill increases the amount of charges on a weapon or the quality of the enchant on the armor. The Enchanting 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 more powerful the enchanter, the stronger the magic he can bind to his weapons and armor.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=400}}{{Perk Tree&lt;br /&gt;
|image=SR-perktree-Enchanting.jpg&lt;br /&gt;
|float=right&lt;br /&gt;
|perks=&lt;br /&gt;
{{Image Mark|383|873|Enchanter|mark_alt=Enchanter (5 ranks). Enchantments are 20% stronger.}}&lt;br /&gt;
{{Image Mark|262|560|Fire Enchanter|mark_alt=Fire Enchanter: 30 Enchanting. Fire enchantments are 25% stronger.|position=bottom}}&lt;br /&gt;
{{Image Mark|282|374|Frost Enchanter|mark_alt=Frost Enchanter: 40 Enchanting. Frost enchantments are 25% stronger.|position=bottom}}&lt;br /&gt;
{{Image Mark|377|217|Storm Enchanter|mark_alt=Storm Enchanter: 50 Enchanting. Shock enchantments are 25% stronger.|position=bottomleft}}&lt;br /&gt;
{{Image Mark|556|79 |Extra Effect|mark_alt=Extra Effect: 100 Enchanting. An extra effect can be applied to already-enchanted weapons.}}&lt;br /&gt;
{{Image Mark|490|544|Insightful Enchanter|mark_alt=Insightful Enchanter: 50 Enchanting. Skill enchants on armor are 25% stronger.|position=top}}&lt;br /&gt;
{{Image Mark|596|351|Corpus Enchanter|mark_alt=Corprus Enchanter: 70 Enchanting. Health, magicka, and stamina enchantments are stronger.|position=top}}&lt;br /&gt;
{{Image Mark|763|535|Soul Squeezer|mark_alt=Soul Squeezer: 20 Enchanting. Soul gems provide extra magicka when recharging enchanted equipment.|position=bottom}}&lt;br /&gt;
{{Image Mark|720|373|Soul Siphon|mark_alt=Soul Siphon: 40 Enchanting. Death blows to creatures trap souls for weapon recharge.|position=bottomright}}&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|Rank&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|Enchanter}}''&lt;br /&gt;
| 1&lt;br /&gt;
| New enchantments are 20% stronger.&lt;br /&gt;
| {{ID|000bee97}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| New enchantments are 40% stronger.&lt;br /&gt;
| {{ID|000c367c}}&lt;br /&gt;
| 20 Enchanting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| New enchantments are 60% stronger.&lt;br /&gt;
| {{ID|000c367d}}&lt;br /&gt;
| 40 Enchanting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| New enchantments are 80% stronger.&lt;br /&gt;
| {{ID|000c367e}}&lt;br /&gt;
| 60 Enchanting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| New enchantments are 100% stronger.&lt;br /&gt;
| {{ID|000c367f}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 Enchanting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Fire Enchanter}}''&lt;br /&gt;
| Fire enchantments are 25% stronger.&lt;br /&gt;
| {{ID|00058f80}}&lt;br /&gt;
| 30 Enchanting&lt;br /&gt;
| Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Frost Enchanter}}''&lt;br /&gt;
| Frost enchantments are 25% stronger.&lt;br /&gt;
| {{ID|00058f81}}&lt;br /&gt;
| 40 Enchanting&lt;br /&gt;
| Fire Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Storm Enchanter}}''&lt;br /&gt;
| Shock enchantments are 25% stronger.&lt;br /&gt;
| {{ID|00058f82}}&lt;br /&gt;
| 50 Enchanting&lt;br /&gt;
| Frost Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Insightful Enchanter}}''&lt;br /&gt;
| Skill enchantments are 25% stronger.&lt;br /&gt;
| {{ID|00058f7e}}&lt;br /&gt;
| 50 Enchanting&lt;br /&gt;
| Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Corpus Enchanter}}''&lt;br /&gt;
| [[Skyrim:Health|Health]], [[Skyrim:magicka|magicka]], and [[Skyrim:stamina|stamina]] enchantments are 25% stronger.&lt;br /&gt;
| {{ID|00058f7d}}&lt;br /&gt;
| 70 Enchanting&lt;br /&gt;
| Insightful Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Extra Effect}}''&lt;br /&gt;
| Can put two enchantments on the same item.&lt;br /&gt;
| {{ID|00058f7f}}&lt;br /&gt;
| 100 Enchanting&lt;br /&gt;
| Corpus Enchanter ''or'' Storm Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Soul Squeezer}}''&lt;br /&gt;
| [[Skyrim:Soul Gem|Soul gem]]s provide extra [[Skyrim:magicka|magicka]] for recharging.&lt;br /&gt;
| {{ID|00058f7c}}&lt;br /&gt;
| 20 Enchanting&lt;br /&gt;
| Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Soul Siphon}}''&lt;br /&gt;
| Death blows to creatures, but not people, [[Skyrim:Soul Trap|trap]] 5% of the victim's soul, recharging the weapon.&lt;br /&gt;
| {{ID|00108a44}}&lt;br /&gt;
| 40 Enchanting&lt;br /&gt;
| Soul Squeezer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Usage==&lt;br /&gt;
For details on available effects, see [[Skyrim:Enchanting Effects|Enchanting Effects]].&lt;br /&gt;
&lt;br /&gt;
'''You Will Need'''&lt;br /&gt;
* An enchanted item from which to learn a new enchantment or an already learned enchantment.&lt;br /&gt;
* An item (weapon, armor, clothing, jewellery) that is not enchanted that you wish to enchant.&lt;br /&gt;
* A [[Skyrim:Soul Gem|soul gem]] with a soul [[Skyrim:Soul_Trap|trapped]] in it.&lt;br /&gt;
* Access to an [[Skyrim:Arcane_Enchanters|Arcane Enchanter]].&lt;br /&gt;
&lt;br /&gt;
'''To learn an enchantment'''&lt;br /&gt;
* Disenchant an enchanted item with the [[Skyrim:Arcane_Enchanters|Arcane Enchanter]] to learn its [[Skyrim:Enchanting Effects|enchantment]] permanently.&lt;br /&gt;
* The enchanted item is destroyed when you disenchant it.&lt;br /&gt;
&lt;br /&gt;
'''To Enchant an item'''&lt;br /&gt;
# Use an Arcane Enchanter.&lt;br /&gt;
# Select the item you wish to enchant.&lt;br /&gt;
# Select the enchantment you wish to apply.&lt;br /&gt;
# Select the [[Skyrim:Soul Gem|soul gem]] you wish to use. The type of [[Skyrim:Soul Gem|soul gem]] affects the amount of charges on a weapon or quality of the enchant on apparel&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If you enchant improved armor, it will keep its improved rating.&lt;br /&gt;
* You cannot place an enchantment over an existing enchantment on an item, although with the Extra Effect perk you can apply two enchantments to the same item, but the two effects must be applied at the same time. (For instance, the Blade of Whiterun cannot be enchanted with a second effect because it is already enchanted.)&lt;br /&gt;
* Dual-enchanting an item with the Extra Effect perk only requires a single soul gem, and both enchantments are as powerful as either one would be on its own (i.e, the strength of the soul is not split between the two enchantments).&lt;br /&gt;
* The soul gem is destroyed unless you use [[Skyrim:Artifacts#The_Black_Star|The Black Star]] or [[Skyrim:Artifacts#Azura.27s_Star|Azura's Star]]&lt;br /&gt;
* The highest value enchantments for increasing the value of unenchanted items for resale when using Petty soul gems are Banish for weapons, Fortify Block for shield, Fortify Destruction for armor and clothing, Waterbreathing for headgear and jewelry and Fortify sneak for footwear (This may change depending on perks).&lt;br /&gt;
===Optimizing===&lt;br /&gt;
When getting into end-game situations, or simply wishing to maximize your damage outputs, one can use [[Skyrim:Enchanting|Enchanting]], [[Skyrim:Alchemy|Alchemy]], and [[Skyrim:Smithing|Smithing]] to do incredible things for both melee and ranged users.&lt;br /&gt;
&lt;br /&gt;
#Get enchanting, alchemy, and smithing to 100. Smithing is the easiest to power-level, with enchanting close behind. Use your 5 training sessions on Alchemy, as it takes the longest. If you can, grab any necessary smithing perks for your armor/weapon choices. If you have the perks to spend, grab all levels of the pure power perks (the first one) for alchemy and enchanting, and the [[Skyrim:Insightful Enchanter|insightful enchanter]] perk.&lt;br /&gt;
#Buy or make a bunch of cheap sets of clothes or armor of any kind for: Hands, Feet, Body, Necklace, Ring, and helm.&lt;br /&gt;
#Stock up on grand [[Skyrim:Soul Gem|soul gems]] and certain [[Skyrim:Ingredients|ingredients]] by any means necessary. &lt;br /&gt;
##Ingredients for Fortify Enchanting (Choose any two of the four): [[SR:Blue_Butterfly_Wing|Blue Butterfly Wing]], [[SR:Hagraven_Claw|Hagraven's Claw]], [[SR:Snowberries|Snowberries]], and [[SR:Spriggan_Sap|Spriggan Sap]].&lt;br /&gt;
##Ingredients for Fortify Smithing (Choose any two of the four):  [[SR:Blisterwort|Blisterwort]], [[SR:Glowing_Mushroom|Glowing Mushroom]], [[SR:Sabre_Cat_Tooth|Sabre Cat Tooth]] and [[SR:Spriggan_Sap|Spriggan Sap]].&lt;br /&gt;
#Make sure you know the enchanting recipes you want on your final armor, as well as [[Skyrim:Fortify Alchemy|Fortify Alchemy]] and [[Skyrim:Fortify Smithing|Fortify Smithing]]&lt;br /&gt;
#At the enchanter enchant as many items you can with [[Skyrim:Fortify Alchemy|Fortify Alchemy]], but make sure you are able to make one complete set of fortified alchemy apparel before completing. A set of alchemy apparel will have one item for head, neck, arm and hand. e.g. Circlet, necklace, bracers, and ring. &lt;br /&gt;
#Then, wear the alchemy clothes, and verify using Active Effects that the enchanting effects are active. There seems to be a bug where sometimes the enchanted item's effects are not active upon wearing. To correct just remove and then reequip enchanted items. &lt;br /&gt;
#Now make some [[Skyrim:Fortify Enchanting|Fortify Enchanting]] potions using combinations of: Blue Butterfly Wings, Hagraven's Claws, Snowberries, and the Spriggan sap. There are two respawning [[Skyrim:Enchanter's Philter|Enchanter's Philters]] in the Archmage's Quarters at the [[Skyrim:College of Winterhold|College of Winterhold]], these increase the strength of enchantments by 20% for 60 seconds.&lt;br /&gt;
#At the enchanter, take the strongest enchanting potion you made, and enchant a new set of items with [[Skyrim:Fortify Alchemy|Fortify Alchemy]].&lt;br /&gt;
#Works twice, however after two iterations the fortify enchanting doesn't increase the items strength, xbox tested&lt;br /&gt;
#Make some final [[Skyrim:Fortify Enchanting|Fortify Enchanting]] potions, and some [[Skyrim:Fortify Smithing|Fortify Smithing]] potions (using Blisterwort, Glowing Mushrooms, Sabre Cat Tooth, and Spriggan Sap) to get your enchanting back up to max, and enchant your used weapons and armor as you please.&lt;br /&gt;
#Also, at the enchanter (and while your enchant potion is on) enchant a final set of cheap items with [[Skyrim:Fortify Smithing|Fortify Smithing]]. Then, head to a smithy, with a grindstone and a workbench.&lt;br /&gt;
#Finally, wear your smithing items and equip the [[Skyrim:Notched Pickaxe|Notched Pickaxe]] and take your smithing potion, and improve any weapons and armor you've got. You will, of course, need materials to do it, but most should be fairly easy to come by. You will probably reach the armor cap with any armor you're wearing, and increase your weapons to massive heights( more than 500), especially with any offensive skill enchants.&lt;br /&gt;
&lt;br /&gt;
'''Notes on optimizing enchanting''':&lt;br /&gt;
*You can use these methods to increase your stats at any point, for any skill level, using this same method. However, you will benefit even more at higher levels, and should focus on leveling it, and your other skills up, before optimizing.&lt;br /&gt;
*Even more powerful enchantments can be achieved if first a more powerful &amp;quot;fortify enchanting&amp;quot; potion is brewed by using &amp;quot;fortify restoration&amp;quot; potion prior to equipping &amp;quot;fortify alchemy&amp;quot; items (or several &amp;quot;fortify restoration&amp;quot; potions, since they &amp;quot;fortify&amp;quot; themselves).&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 in Enchanting:&lt;br /&gt;
* +5 bonus: [[Skyrim:Altmer|Altmer]], [[Skyrim:Imperial|Imperial]], [[Skyrim:Orc|Orc]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
*[[Skyrim:Sergius Turrianus|Sergius Turrianus]] in the [[Skyrim:College of Winterhold|College of Winterhold]] (Expert)&lt;br /&gt;
*[[Skyrim:Hamal|Hamal]] in [[Skyrim:Markarth|Markarth]] (Master)&lt;br /&gt;
&lt;br /&gt;
=== [[Skyrim:Skill Books|Skill Books]] ===&lt;br /&gt;
* ''[[Skyrim:Catalogue of Armor Enchantments|Catalogue of Armor Enchantments]]''&lt;br /&gt;
* ''[[Skyrim:Catalogue of Weapon Enchantments|Catalogue of Weapon Enchantments]]''&lt;br /&gt;
* ''[[Skyrim:Enchanter's Primer|Enchanter's Primer]]''&lt;br /&gt;
* ''[[Skyrim:A Tragedy in Black|A Tragedy in Black]]''&lt;br /&gt;
* ''[[Skyrim:Twin Secrets|Twin Secrets]]''&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
One [[Skyrim:Achievements|achievement]] is related to enchanting:&lt;br /&gt;
* [[File:SR-achievement-Artificer.jpg|30px]] '''[[Skyrim:Artificer|Artificer]]''' -- Make a [[Skyrim:Smithing|smithed]] item, an enchanted item, and a [[Skyrim:Alchemy|potion]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The Insightful Enchanter perk also affects new enchantments on clothing and jewelry, despite specifying armor in the description.&lt;br /&gt;
&lt;br /&gt;
* The Fire, Frost, Storm, Insightful, and Corpus Enchanter perks, as well as the Extra Effect perk, will not change existing enchantments, despite the description differing from the base Enchanter perk. This means you will need to plan your enchantments carefully, or be prepared to be craft or acquire new pieces of armor, clothing, or weapons as you increase your enchanting skill.&lt;br /&gt;
&lt;br /&gt;
* The magical effects available for enchanting are not related to the spells that you have learned. This allows the enchanting skill to be independent of the other magical skills.&lt;br /&gt;
&lt;br /&gt;
* It is possible with enchanting to cast spells without using magicka. This can be done by wearing multiple pieces of armor/jewelry with multiple enchantments that reduce spell cost of a certain school with a combined total of 100% (or greater, though this has no effect beyond 100).  &lt;br /&gt;
&lt;br /&gt;
* Items with enchantments that reduce the magicka cost of spells will also affect charge levels on weapons associated with that school of magic; for example, with Armor, Helmet, Ring and Amulet all enchanted with at least -25% Skill Cost in Destruction, Chillrend will have infinite charge.&lt;br /&gt;
&lt;br /&gt;
* The destruction perks that increase elemental damage directly effect elemental enchants on weapons, also the effect is applied a second time when adding a second enchant. With all relevant enchant perks combined with destruction perks fire +50%, and shock +50%, and a store bought +25% to enchant elixir you are able to create weapons with 78 fire and 78 shock damage. Equipment enchanted with Fortify Destruction does not seem to affect weapon effects, but potions with Fortify Destruction does. In other words, drink both Fortify Enchanting and Fortify Destruction potions before you enchant weapons with Fire damage.&lt;br /&gt;
&lt;br /&gt;
* Other destruction perks that activate on elemental damage (such as Intense Flames) do not activate from elemental damage enchants on weapons.&lt;br /&gt;
&lt;br /&gt;
* Enchanting a stolen item does not remove the stolen flag.&lt;br /&gt;
&lt;br /&gt;
*For an easy way to level Enchanting at the beginning of the game, get Azura's Star and an enchanted weapon.  Recharge your weapon after every enemy and you can gain a level every other kill.&lt;br /&gt;
&lt;br /&gt;
* If your enchanting skill is somewhat high, some guards will say, &amp;quot;Don't suppose you'd enchant my sword? Dull old blade can barely cut butter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* There is a glitch that will remove the game's ability to recognize keystrokes from your keyboard when renaming an item you intend to enchant.  Appears to occur when using the mouse during the process, so try to use only the arrow keys and [enter] to name your items.  (PC)&lt;br /&gt;
&lt;br /&gt;
* Rename Item - Sometimes enchant a new item that shares the effects with an enchanted item in your inventory, will cause the item just enchanted dupe itself. Means you get two items, free item free gold though.&lt;br /&gt;
&lt;br /&gt;
* Rename Item - Renamed enchanted weapon (of the same type) that share the same effects but with different names, will named the same if you unequipped both.&lt;br /&gt;
&lt;br /&gt;
* The value of enchanted equipment is inversely proportional to your current level of Enchanting.  For example, a leather bracer enchanted while under the effects of a Fortify Enchanting potion will have less value than a leather bracer enchanted without a Fortify Enchanting potion.  If creating enchanted items for sale, remove any Fortify Enchanting buffs you may have equipped and don't drink any Fortify Enchanting potions.&lt;br /&gt;
&lt;br /&gt;
* When you are mass enchanting items the value of each item decreases as your enchanting level rises (as stated above). This is believed to be a bug and that it should be the other way around, a quick fix for now would be to save quit then load your game after mass enchanting. The item value should rise and now reflect their true value.(Test on Ps3 version, (Xbox version prices actually dropped further!))&lt;br /&gt;
&lt;br /&gt;
* The value of enchanted items decreases as the enchanting skill increases (as stated above) however the value of the newly created item will decrease dramatically if you save quit and reload the game (PS3). To restore the high price of an enchanted item already in your inventory, go to the enchanter, select any soul gem, select the same enchantment. If it's a weapon enchantment browse through the strength slider to hit the same (strength/number of charges) of enchantment as the item already in your inventory. There is no need to actually craft an item. Then exit enchanting. The value is now restored. On a related note, using a Fortify Enchanting potion allows you to create more powerful enchantments but, in the event of a reload, you can't restore the high value of that enchanted item because you can't browse the same strength of enchantment without first consuming another Fortify Enchanting potion.&lt;br /&gt;
&lt;br /&gt;
* If you disenchant [[Skyrim:Amulet of Mara|Amulet of Mara]] or [[Skyrim:The Bond of Matrimony|The Bond of Matrimony]] (Item requires for marriage and received as a reward after you get married), you will have an enchantment called blessing of mara (restoration spells cost 10% less, which is better than the normal one, 8%), but seems there is nothing you can put this on.&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Fortify_Enchanting&amp;diff=829777</id>
		<title>Skyrim talk:Fortify Enchanting</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Fortify_Enchanting&amp;diff=829777"/>
		<updated>2011-12-24T04:52:24Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Clarification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Where's The Magical Effect ID for Fortify Enchanting? ==&lt;br /&gt;
&lt;br /&gt;
If I recall correctly, the ID is 00109632. I am not very good at web page editing, so I thought I'd add this. Anyone want to fix the page and add this to the effects?&lt;br /&gt;
[[User:Tommy6860|Tommy6860]] 00:46, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Clarification ==&lt;br /&gt;
&lt;br /&gt;
So this effect raises one's Enchanting skill, meaning you'd want to consume the potion right before an enchanting/disenchanting session? The description sounds as though it makes your already-enchanted items act more powerfully for the duration of the potion, but this is not so, yes? [[Special:Contributions/75.47.107.236|75.47.107.236]] 02:48, 24 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Fortify_Enchanting&amp;diff=829665</id>
		<title>Skyrim talk:Fortify Enchanting</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Fortify_Enchanting&amp;diff=829665"/>
		<updated>2011-12-24T02:48:59Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Clarification */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Where's The Magical Effect ID for Fortify Enchanting? ==&lt;br /&gt;
&lt;br /&gt;
If I recall correctly, the ID is 00109632. I am not very good at web page editing, so I thought I'd add this. Anyone want to fix the page and add this to the effects?&lt;br /&gt;
[[User:Tommy6860|Tommy6860]] 00:46, 14 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Clarification ==&lt;br /&gt;
&lt;br /&gt;
So this effect raises one's Enchanting skill, meaning you'd want to take the potion right before an enchanting/disenchanting session? The description sounds as though it makes your already-enchanted items act more powerfully for the duration of the potion, but this is not so, yes? [[Special:Contributions/75.47.107.236|75.47.107.236]] 02:48, 24 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Enchanting&amp;diff=827068</id>
		<title>Skyrim:Enchanting</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Enchanting&amp;diff=827068"/>
		<updated>2011-12-22T03:28:05Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Skill Usage */ clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Enchanting.png&lt;br /&gt;
|Special=Magic&lt;br /&gt;
|ExTrail=[[Skyrim:Magic Overview|Magic]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Enchanting''' is the ability to add magical [[Skyrim:Enchanting Effects|effects]] to items such as [[Skyrim:weapons|weapons]], [[Skyrim:armor|armor]] and [[Skyrim:Clothing|clothes]]. Increasing this skill increases the amount of charges on a weapon or the quality of the enchant on the armor. The Enchanting 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 more powerful the enchanter, the stronger the magic he can bind to his weapons and armor.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=400}}{{Perk Tree&lt;br /&gt;
|image=SR-perktree-Enchanting.jpg&lt;br /&gt;
|float=right&lt;br /&gt;
|perks=&lt;br /&gt;
{{Image Mark|383|873|Enchanter|mark_alt=Enchanter (5 ranks). Enchantments are 20% stronger.}}&lt;br /&gt;
{{Image Mark|262|560|Fire Enchanter|mark_alt=Fire Enchanter: 30 Enchanting. Fire enchantments are 25% stronger.|position=bottom}}&lt;br /&gt;
{{Image Mark|282|374|Frost Enchanter|mark_alt=Frost Enchanter: 40 Enchanting. Frost enchantments are 25% stronger.|position=bottom}}&lt;br /&gt;
{{Image Mark|377|217|Storm Enchanter|mark_alt=Storm Enchanter: 50 Enchanting. Shock enchantments are 25% stronger.|position=bottomleft}}&lt;br /&gt;
{{Image Mark|556|79 |Extra Effect|mark_alt=Extra Effect: 100 Enchanting. An extra effect can be applied to already-enchanted weapons.}}&lt;br /&gt;
{{Image Mark|490|544|Insightful Enchanter|mark_alt=Insightful Enchanter: 50 Enchanting. Skill enchants on armor are 25% stronger.|position=top}}&lt;br /&gt;
{{Image Mark|596|351|Corpus Enchanter|mark_alt=Corprus Enchanter: 70 Enchanting. Health, magicka, and stamina enchantments are stronger.|position=top}}&lt;br /&gt;
{{Image Mark|763|535|Soul Squeezer|mark_alt=Soul Squeezer: 20 Enchanting. Soul gems provide extra magicka when recharging enchanted equipment.|position=bottom}}&lt;br /&gt;
{{Image Mark|720|373|Soul Siphon|mark_alt=Soul Siphon: 40 Enchanting. Death blows to creatures trap souls for weapon recharge.|position=bottomright}}&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|Rank&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|Enchanter}}''&lt;br /&gt;
| 1&lt;br /&gt;
| New enchantments are 20% stronger.&lt;br /&gt;
| {{ID|000bee97}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| New enchantments are 40% stronger.&lt;br /&gt;
| {{ID|000c367c}}&lt;br /&gt;
| 20 Enchanting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| New enchantments are 60% stronger.&lt;br /&gt;
| {{ID|000c367d}}&lt;br /&gt;
| 40 Enchanting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| New enchantments are 80% stronger.&lt;br /&gt;
| {{ID|000c367e}}&lt;br /&gt;
| 60 Enchanting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| New enchantments are 100% stronger.&lt;br /&gt;
| {{ID|000c367f}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 Enchanting&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Fire Enchanter}}''&lt;br /&gt;
| Fire enchantments are 25% stronger.&lt;br /&gt;
| {{ID|00058f80}}&lt;br /&gt;
| 30 Enchanting&lt;br /&gt;
| Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Frost Enchanter}}''&lt;br /&gt;
| Frost enchantments are 25% stronger.&lt;br /&gt;
| {{ID|00058f81}}&lt;br /&gt;
| 40 Enchanting&lt;br /&gt;
| Fire Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Storm Enchanter}}''&lt;br /&gt;
| Shock enchantments are 25% stronger.&lt;br /&gt;
| {{ID|00058f82}}&lt;br /&gt;
| 50 Enchanting&lt;br /&gt;
| Frost Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Insightful Enchanter}}''&lt;br /&gt;
| Skill enchantments are 25% stronger.&lt;br /&gt;
| {{ID|00058f7e}}&lt;br /&gt;
| 50 Enchanting&lt;br /&gt;
| Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Corpus Enchanter}}''&lt;br /&gt;
| [[Skyrim:Health|Health]], [[Skyrim:magicka|magicka]], and [[Skyrim:stamina|stamina]] enchantments are 25% stronger.&lt;br /&gt;
| {{ID|00058f7d}}&lt;br /&gt;
| 70 Enchanting&lt;br /&gt;
| Insightful Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Extra Effect}}''&lt;br /&gt;
| Can put two enchantments on the same item.&lt;br /&gt;
| {{ID|00058f7f}}&lt;br /&gt;
| 100 Enchanting&lt;br /&gt;
| Corpus Enchanter ''or'' Storm Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Soul Squeezer}}''&lt;br /&gt;
| [[Skyrim:Soul Gem|Soul gem]]s provide extra [[Skyrim:magicka|magicka]] for recharging.&lt;br /&gt;
| {{ID|00058f7c}}&lt;br /&gt;
| 20 Enchanting&lt;br /&gt;
| Enchanter&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Soul Siphon}}''&lt;br /&gt;
| Death blows to creatures, but not people, [[Skyrim:Soul Trap|trap]] 5% of the victim's soul, recharging the weapon.&lt;br /&gt;
| {{ID|00108a44}}&lt;br /&gt;
| 40 Enchanting&lt;br /&gt;
| Soul Squeezer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skill Usage==&lt;br /&gt;
For details on available effects, see [[Skyrim:Enchanting Effects|Enchanting Effects]].&lt;br /&gt;
&lt;br /&gt;
'''You Will Need'''&lt;br /&gt;
* An enchanted item from which to learn a new enchantment or an already learned enchantment.&lt;br /&gt;
* An item (weapon, armor, clothing, jewellery) that is not enchanted that you wish to enchant.&lt;br /&gt;
* A [[Skyrim:Soul Gem|soul gem]] with a soul [[Skyrim:Soul_Trap|trapped]] in it.&lt;br /&gt;
* Access to an [[Skyrim:Arcane_Enchanters|Arcane Enchanter]].&lt;br /&gt;
&lt;br /&gt;
'''To learn an enchantment'''&lt;br /&gt;
* Disenchant an enchanted item with the [[Skyrim:Arcane_Enchanters|Arcane Enchanter]] to learn its [[Skyrim:Enchanting Effects|enchantment]] permanently.&lt;br /&gt;
* The enchanted item is destroyed when you disenchant it.&lt;br /&gt;
&lt;br /&gt;
'''To Enchant an item'''&lt;br /&gt;
# Use an Arcane Enchanter.&lt;br /&gt;
# Select the item you wish to enchant.&lt;br /&gt;
# Select the enchantment you wish to apply.&lt;br /&gt;
# Select the [[Skyrim:Soul Gem|soul gem]] you wish to use. The type of [[Skyrim:Soul Gem|soul gem]] affects the amount of charges on a weapon or quality of the enchant on apparel&lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* If you enchant improved armor, it will keep its improved rating.&lt;br /&gt;
* You cannot place an enchantment over an existing enchantment on an item, although with the Extra Effect perk you can apply two enchantments to the same item, but the two effects must be applied at the same time. (For instance, the Blade of Whiterun cannot be enchanted with a second effect because it is already enchanted.)&lt;br /&gt;
* Dual-enchanting an item with the Extra Effect perk only requires a single soul gem, and both enchantments are as powerful as either one would be on its own (i.e, the strength of the soul is not split between the two enchantments).&lt;br /&gt;
* The soul gem is destroyed unless you use [[Skyrim:Artifacts#The_Black_Star|The Black Star]] or [[Skyrim:Artifacts#Azura.27s_Star|Azura's Star]]&lt;br /&gt;
* The highest value enchantments for increasing the value of unenchanted items for resale when using Petty soul gems are Banish for weapons, Fortify Block for shield, Fortify Destruction for armor and clothing, Waterbreathing for headgear and jewelry and Fortify sneak for footwear (This may change depending on perks).&lt;br /&gt;
===Optimizing===&lt;br /&gt;
When getting into end-game situations, or simply wishing to maximize your damage outputs, one can use [[Skyrim:Enchanting|Enchanting]], [[Skyrim:Alchemy|Alchemy]], and [[Skyrim:Smithing|Smithing]] to do incredible things for both melee and ranged users.&lt;br /&gt;
&lt;br /&gt;
#Get enchanting, alchemy, and smithing to 100. Smithing is the easiest to power-level, with enchanting close behind. Use your 5 training sessions on Alchemy, as it takes the longest. If you can, grab any necessary smithing perks for your armor/weapon choices. If you have the perks to spend, grab all levels of the pure power perks (the first one) for alchemy and enchanting, and the [[Skyrim:Insightful Enchanter|insightful enchanter]] perk.&lt;br /&gt;
#Buy or make a bunch of cheap sets of clothes or armor of any kind for: Hands, Feet, Body, Necklace, Ring, and helm.&lt;br /&gt;
#Stock up on grand [[Skyrim:Soul Gem|soul gems]] and certain [[Skyrim:Ingredients|ingredients]] by any means necessary. &lt;br /&gt;
##Ingredients for Fortify Enchanting (Choose any two of the four): [[SR:Blue_Butterfly_Wing|Blue Butterfly Wing]], [[SR:Hagraven_Claw|Hagraven's Claw]], [[SR:Snowberries|Snowberries]], and [[SR:Spriggan_Sap|Spriggan Sap]].&lt;br /&gt;
##Ingredients for Fortify Smithing (Choose any two of the four):  [[SR:Blisterwort|Blisterwort]], [[SR:Glowing_Mushroom|Glowing Mushroom]], [[SR:Sabre_Cat_Tooth|Sabre Cat Tooth]] and [[SR:Spriggan_Sap|Spriggan Sap]].&lt;br /&gt;
#Make sure you know the enchanting recipes you want on your final armor, as well as [[Skyrim:Fortify Alchemy|Fortify Alchemy]] and [[Skyrim:Fortify Smithing|Fortify Smithing]]&lt;br /&gt;
#At the enchanter enchant as many items you can with [[Skyrim:Fortify Alchemy|Fortify Alchemy]], but make sure you are able to make one complete set of fortified alchemy apparel before completing. A set of alchemy apparel will have one item for head, neck, arm and hand. e.g. Circlet, necklace, bracers, and ring. &lt;br /&gt;
#Then, wear the alchemy clothes, and verify using Active Effects that the enchanting effects are active. There seems to be a bug where sometimes the enchanted item's effects are not active upon wearing. To correct just remove and then reequip enchanted items. &lt;br /&gt;
#Now make some [[Skyrim:Fortify Enchanting|Fortify Enchanting]] potions using combinations of: Blue Butterfly Wings, Hagraven's Claws, Snowberries, and the Spriggan sap. There are two respawning [[Skyrim:Enchanter's Philter|Enchanter's Philters]] in the Archmage's Quarters at the [[Skyrim:College of Winterhold|College of Winterhold]], these increase the strength of enchantments by 20% for 60 seconds.&lt;br /&gt;
#At the enchanter, take the strongest enchanting potion you made, and enchant a new set of items with [[Skyrim:Fortify Alchemy|Fortify Alchemy]].&lt;br /&gt;
#Works twice, however after two iterations the fortify enchanting doesn't increase the items strength, xbox tested&lt;br /&gt;
#Make some final [[Skyrim:Fortify Enchanting|Fortify Enchanting]] potions, and some [[Skyrim:Fortify Smithing|Fortify Smithing]] potions (using Blisterwort, Glowing Mushrooms, Sabre Cat Tooth, and Spriggan Sap) to get your enchanting back up to max, and enchant your used weapons and armor as you please.&lt;br /&gt;
#Also, at the enchanter (and while your enchant potion is on) enchant a final set of cheap items with [[Skyrim:Fortify Smithing|Fortify Smithing]]. Then, head to a smithy, with a grindstone and a workbench.&lt;br /&gt;
#Finally, wear your smithing items and equip the [[Skyrim:Notched Pickaxe|Notched Pickaxe]] and take your smithing potion, and improve any weapons and armor you've got. You will, of course, need materials to do it, but most should be fairly easy to come by. You will probably reach the armor cap with any armor you're wearing, and increase your weapons to massive heights( more than 500), especially with any offensive skill enchants.&lt;br /&gt;
&lt;br /&gt;
'''Notes on optimizing enchanting''':&lt;br /&gt;
*You can use these methods to increase your stats at any point, for any skill level, using this same method. However, you will benefit even more at higher levels, and should focus on leveling it, and your other skills up, before optimizing.&lt;br /&gt;
*Even more powerful enchantments can be achieved if first a more powerful &amp;quot;fortify enchanting&amp;quot; potion is brewed by using &amp;quot;fortify restoration&amp;quot; potion prior to equipping &amp;quot;fortify alchemy&amp;quot; items (or several &amp;quot;fortify restoration&amp;quot; potions, since they &amp;quot;fortify&amp;quot; themselves).&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 in Enchanting:&lt;br /&gt;
* +5 bonus: [[Skyrim:Altmer|Altmer]], [[Skyrim:Imperial|Imperial]], [[Skyrim:Orc|Orc]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
*[[Skyrim:Sergius Turrianus|Sergius Turrianus]] in the [[Skyrim:College of Winterhold|College of Winterhold]] (Expert)&lt;br /&gt;
*[[Skyrim:Hamal|Hamal]] in [[Skyrim:Markarth|Markarth]] (Master)&lt;br /&gt;
&lt;br /&gt;
=== [[Skyrim:Skill Books|Skill Books]] ===&lt;br /&gt;
* ''[[Skyrim:Catalogue of Armor Enchantments|Catalogue of Armor Enchantments]]''&lt;br /&gt;
* ''[[Skyrim:Catalogue of Weapon Enchantments|Catalogue of Weapon Enchantments]]''&lt;br /&gt;
* ''[[Skyrim:Enchanter's Primer|Enchanter's Primer]]''&lt;br /&gt;
* ''[[Skyrim:A Tragedy in Black|A Tragedy in Black]]''&lt;br /&gt;
* ''[[Skyrim:Twin Secrets|Twin Secrets]]''&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
One [[Skyrim:Achievements|achievement]] is related to enchanting:&lt;br /&gt;
* [[File:SR-achievement-Artificer.jpg|30px]] '''[[Skyrim:Artificer|Artificer]]''' -- Make a [[Skyrim:Smithing|smithed]] item, an enchanted item, and a [[Skyrim:Alchemy|potion]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The Insightful Enchanter perk also affects new enchantments on clothing and jewelry, despite specifying armor in the description.&lt;br /&gt;
&lt;br /&gt;
* The Fire, Frost, Storm, Insightful, and Corpus Enchanter perks, as well as the Extra Effect perk, will not change existing enchantments, despite the description differing from the base Enchanter perk. This means you will need to plan your enchantments carefully, or be prepared to be craft or acquire new pieces of armor, clothing, or weapons as you increase your enchanting skill.&lt;br /&gt;
&lt;br /&gt;
* The magical effects available for enchanting are not related to the spells that you have learned. This allows the enchanting skill to be independent of the other magical skills.&lt;br /&gt;
&lt;br /&gt;
* It is possible with enchanting to cast spells without using magicka. This can be done by wearing multiple pieces of armor/jewelry with multiple enchantments that reduce spell cost of a certain school with a combined total of 100% (or greater, though this has no effect beyond 100).  &lt;br /&gt;
&lt;br /&gt;
* Items with enchantments that reduce the magicka cost of spells will also affect charge levels on weapons associated with that school of magic; for example, with Armor, Helmet, Ring and Amulet all enchanted with at least -25% Skill Cost in Destruction, Chillrend will have infinite charge.&lt;br /&gt;
&lt;br /&gt;
* The destruction perks that increase elemental damage directly effect elemental enchants on weapons, also the effect is applied a second time when adding a second enchant. With all relevant enchant perks combined with destruction perks fire +50%, and shock +50%, and a store bought +25% to enchant elixir you are able to create weapons with 78 fire and 78 shock damage. Equipment enchanted with Fortify Destruction does not seem to affect weapon effects, but potions with Fortify Destruction does. In other words, drink both Fortify Enchanting and Fortify Destruction potions before you enchant weapons with Fire damage.&lt;br /&gt;
&lt;br /&gt;
* Other destruction perks that activate on elemental damage (such as Intense Flames) do not activate from elemental damage enchants on weapons.&lt;br /&gt;
&lt;br /&gt;
* Enchanting a stolen item does not remove the stolen flag.&lt;br /&gt;
&lt;br /&gt;
*For an easy way to level Enchanting at the beginning of the game, get Azura's Star and an enchanted weapon.  Recharge your weapon after every enemy and you can gain a level every other kill.&lt;br /&gt;
&lt;br /&gt;
* If your enchanting skill is somewhat high, some guards will say, &amp;quot;Don't suppose you'd enchant my sword? Dull old blade can barely cut butter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* There is a glitch that will remove the game's ability to recognize keystrokes from your keyboard when renaming an item you intend to enchant.  Appears to occur when using the mouse during the process, so try to use only the arrow keys and [enter] to name your items.  (PC)&lt;br /&gt;
&lt;br /&gt;
* Rename Item - Sometimes enchant a new item that shares the effects with an enchanted item in your inventory, will cause the item just enchanted dupe itself. Means you get two items, free item free gold though.&lt;br /&gt;
&lt;br /&gt;
* Rename Item - Renamed enchanted weapon (of the same type) that share the same effects but with different names, will named the same if you unequipped both.&lt;br /&gt;
&lt;br /&gt;
* The value of enchanted equipment is inversely proportional to your current level of Enchanting.  For example, a leather bracer enchanted while under the effects of a Fortify Enchanting potion will have less value than a leather bracer enchanted without a Fortify Enchanting potion.  If creating enchanted items for sale, remove any Fortify Enchanting buffs you may have equipped and don't drink any Fortify Enchanting potions.&lt;br /&gt;
&lt;br /&gt;
* When you are mass enchanting items the value of each item decreases as your enchanting level rises (as stated above). This is believed to be a bug and that it should be the other way around, a quick fix for now would be to save quit then load your game after mass enchanting. The item value should rise and now reflect their true value.(Test on Ps3 version, (Xbox version prices actually dropped further!))&lt;br /&gt;
&lt;br /&gt;
* The value of enchanted items decreases as the enchanting skill increases (as stated above) however the value of the newly created item will decrease dramatically if you save quit and reload the game (PS3). To restore the high price of an enchanted item already in your inventory, go to the enchanter, select any soul gem, select the same enchantment. If it's a weapon enchantment browse through the strength slider to hit the same (strength/number of charges) of enchantment as the item already in your inventory. There is no need to actually craft an item. Then exit enchanting. The value is now restored. On a related note, using a Fortify Enchanting potion allows you to create more powerful enchantments but, in the event of a reload, you can't restore the high value of that enchanted item because you can't browse the same strength of enchantment without first consuming another Fortify Enchanting potion.&lt;br /&gt;
&lt;br /&gt;
* If you disenchant [[Skyrim:Amulet of Mara|Amulet of Mara]] or [[Skyrim:The Bond of Matrimony|The Bond of Matrimony]] (Item requires for marriage and recieved as a reward after you get married), you will have an enchantment called blessing of mara (restoration spells cost 10% less, which is better than the normal one, 8%), but seems there is nothing you can put this on.&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Anise%27s_Cabin&amp;diff=826721</id>
		<title>Skyrim:Anise's Cabin</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Anise%27s_Cabin&amp;diff=826721"/>
		<updated>2011-12-21T21:14:37Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Notes */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Place Summary&lt;br /&gt;
|type=Shack&lt;br /&gt;
|zones=1&lt;br /&gt;
|image=Anise_cabin.jpg&lt;br /&gt;
|imgdesc=Anise's Cabin&lt;br /&gt;
|region=Falkreath Hold&lt;br /&gt;
|occupants=[[Skyrim:Anise|Anise]]&lt;br /&gt;
|location=Due west and across the river from [[Skyrim:Riverwood|Riverwood]], and south of the entrance to [[Skyrim:Bleak Falls Barrow (place)|Bleak Falls Barrow]].&lt;br /&gt;
|description=A small, open cabin near where the [[Skyrim:White River|White River]] meets [[Skyrim:Lake Ilinalta|Lake Ilinalta]].&lt;br /&gt;
|dungeon=1&lt;br /&gt;
|locationcode=AnisesCabin01&lt;br /&gt;
|alchemy=1&lt;br /&gt;
|enchanting=1&lt;br /&gt;
|treasure=''[[Skyrim:Song of the Alchemists|Song of the Alchemists]]''&lt;br /&gt;
|marker_id=Shack&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Instructions: If this place is related to any quests, uncomment this section and replace 'Quest Name' with the quest's name--&amp;gt;&amp;lt;!--&lt;br /&gt;
== Related Quests ==&lt;br /&gt;
* {{Quest Link|Quest Name}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Exterior==&lt;br /&gt;
This cabin may be the first inhabited location one encounters upon escaping from [[Skyrim:Helgen|Helgen]], though the sole occupant is an elderly woman named Anise. The surrounding wilderness often contains friendly hunters or hostile bandits. The latter may engage her in combat, in which case she will use [[Skyrim:Destruction|flame spells]] and may [[Skyrim:Conjure Familiar|summon a familiar]]. There are lots of harvestable [[Skyrim:Ingredients|mountain flowers]] around her cabin and a small [[Skyrim:Food|vegetable]] garden next to the entrance.&lt;br /&gt;
&lt;br /&gt;
==Interior==&lt;br /&gt;
There are a surprising amount of [[Skyrim:Alchemy|alchemy]] [[Skyrim:Ingredients|ingredients]] laying around her cabin and a copy of ''[[Skyrim:Song of the Alchemists|Song of the Alchemists]]'' on the table at the foot of her bed. The real point of interest though is a hay-covered trap door in the corner of the room that leads to a secret cellar. Entering it will cause Anise to become hostile due to the secrets held within. Turns out Anise is a witch and a [[Skyrim:Anise's Letter|note]] reveals that she intends on starting a coven with her sister and someone named Helgi. There is an [[Skyrim:Enchanting|Arcane Enchanter]] and an [[Skyrim:Alchemy|Alchemy Lab]] in the basement as well more potions and ingredients. When you leave the cellar, you'll find Anise outside waiting to attack as she screams ''&amp;quot;Fool! None may know my secret!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*Anise will attack you when you exit the cellar regardless of whether or not you were observed when picking the lock or entering.&lt;br /&gt;
*The Apothecary Pouch next to the Alchemy Lab ''apparently'' can be used as player storage. This may be of use to early players.&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Alchemy&amp;diff=824757</id>
		<title>Skyrim talk:Alchemy</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Alchemy&amp;diff=824757"/>
		<updated>2011-12-20T08:59:14Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Different potion %? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skill Usage Layout==&lt;br /&gt;
In general, I'm trying to layout these Skyrim articles based on the final versions of the articles -- i.e., how the content will need to be organized once full information on the game is available.  Which is why I keep restoring the original layout of the Skill Usage section.&lt;br /&gt;
&lt;br /&gt;
First, that section is where all information about how to actually use Alchemy as a skill should belong.  Information such as the existence of Alchemy Workstations therefore belongs in the section -- not in the Notes section.  Notes sections should only be used for information that doesn't belong elsewhere on the article; it is not a place to dump any one-sentence-long piece of information.  &lt;br /&gt;
&lt;br /&gt;
I've organized the section in paragraph style, consistent with [[Oblivion:Alchemy]] sections such as Potion Characteristics.  To understand how to use alchemy, you will need to read the entire section.  I don't want people skipping to the third paragraph and skipping the rest.  However, a bulleted-note style implies that you can do exactly that.&lt;br /&gt;
&lt;br /&gt;
The sentence on alchemy stations may seem somewhat short to be its own paragraph right now.  Nevertheless, I know that ultimately there will be full paragraph of information, which is why I put it on its own.  Eventually, we will want information on what specific equipment can be found at a workstation, and on what each piece of equipment does.  Putting that sentence by itself makes it as easy as possible for future editors to add that additional information.  Otherwise editors might have to rewrite the entire section just to start adding details about equipment -- because the introductory sentence would be embedded in another paragraph, and pulling it out would probably require various other tweaks to the paragraph.&lt;br /&gt;
&lt;br /&gt;
I realize that other editors have only been trying to improve the section with their edits, but I just wanted to explain the perspective that I'm using when writing Skyrim articles.  I think it's more important to have these articles ready for future improvements, instead of trying to make them look like they're already polished, complete articles.--[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:50, 14 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tasting still increase the skill?  ==&lt;br /&gt;
&lt;br /&gt;
Does tasting raw ingredients actually boost Alchemy? I tasted quite a few in the introduction, and my skill &amp;quot;meter&amp;quot; did not show any increase. Has anyone actually seen a skill increase from eating/tasting raw ingredients? {{unsigned|99.53.222.209|11 November 2011}}&lt;br /&gt;
:By ingredients, do you mean items found under &amp;quot;Ingredients&amp;quot; or &amp;quot;Food&amp;quot; in the menu?  Because I think that makes a difference. —[[User:Daniellibus|Daniellibus]] &amp;lt;sup&amp;gt;[[Special:Emailuser/Daniellibus|E]] • [[User talk:Daniellibus|T]] • [[Special:Contributions/Daniellibus|C]]&amp;lt;/sup&amp;gt; 13:47, 11 November 2011 (UTC)&lt;br /&gt;
::tasting ingredients does not give experience. [[User:Vaag256|Vaag256]] 12:16, 16 November 2011 (UTC)&lt;br /&gt;
:::Not true I was given a skill increase for eating a daedra heart. [[User:Babytoke|Babytoke]] 6:45, 18 november 2011 (EST)&lt;br /&gt;
:::: Maybe it only gives you a skill increase the first time you eat it? or maybe not for eating, but discovering the first effect? [[User:Vaag256|Vaag256]] 14:01, 24 November 2011 (UTC)&lt;br /&gt;
:Eating ingredients slightly raises the Alchemy skill, it says so on the tips screen. [[User:Eruant|Eruant]] 04:27, 19 November 2011 (UTC)&lt;br /&gt;
::Motion to change the Note tip from &amp;quot;does not increase skill&amp;quot; to &amp;quot;minutely increases&amp;quot; or similar to indicate that, while it does increase, it isn't going to help you level the skill.&lt;br /&gt;
&lt;br /&gt;
== Different potion %?  ==&lt;br /&gt;
&lt;br /&gt;
So me and a friend was playing, and we are having exact same stats (100 enchant, 100 alchemy) and we were trying to make blacksmith potion.&lt;br /&gt;
For me, I could have up to 25% when enchanting,and my friend only 20%? We tried everything, clothes, magic, nothing seems to be the problem. Even race change!&lt;br /&gt;
When he tried to make a potion (the blacksmith one) it was up to 96%! With NO clothing at all! Mine was only 60%. Anyone has a clue why?&lt;br /&gt;
:Do both characters have the exact same perks? [[Special:Contributions/75.47.107.236|75.47.107.236]] 08:59, 20 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Synergy between Alchemy and Enchanting ==&lt;br /&gt;
After a bit of testing, it seems that alchemy and enchanting have a certain amount of synergy between them, as you are able to make a potion to boost your enchanting (enchants are x% stronger),&amp;lt;br&amp;gt; which you can then use to enchant your gear with a +y% alchemy, after which you can make a stronger +x% enchanting potion, which you can then use to enchant with a stronger +y% alchemy effect etc.&lt;br /&gt;
&lt;br /&gt;
I think this is worth mentioning somewhere, though Im not certain where and how to phrase it, so if anyone would like to do so, feel free.&amp;lt;br&amp;gt; as per results, I've managed to get up to a +29% enchanting potion, which results in a +28% alchemy enchanting effect, after this point it seems to flatten out (as in not being able to coax the synergy up any higher) but more testing would be needed.&lt;br /&gt;
&lt;br /&gt;
as a fun fact, I've used this final enchant\potion combo to make a strong blacksmithing bonus, resulting in a 199 base damage daedric greatsword. &amp;lt;br&amp;gt;I'm quite certain that this is how we'll get the strongest weapons ingame. [[User:Vaag256|Vaag256]] 01:33, 15 November 2011 (UTC)&lt;br /&gt;
:Were you making one item with +28% alchemy effect, or four? If I'm not mistaken, the effect of Fortify Alchemy can be enchanted into headgear (hats, helms, circlets), necklaces, gauntlets/gloves, and rings. That could stack significantly. --[[User:Quillan|Quillan]]&amp;lt;sup&amp;gt;[[User talk:Quillan|Talk]]&amp;lt;/sup&amp;gt; 20:25, 21 November 2011 (UTC)&lt;br /&gt;
::I made the item with four effects, when wearing the appropriate +twohanded fortify gear+potion I managed to boost its damage up to 1211. When doing the same thing with onehanded gear, one sword boosted up to 1028 damage. (amusingly, the weapon only shows 3 numbers, so up to 999. the indicator at the bottom does still function though) this implies that the fortify skill scales equally for onehanded weapons (as opposed to sharpening, which does not), as such, onehanded weapons become much more powerful. In fact, when using two onehanded maxed out weapons, I managed to get up to 2056 damage. ([http://mnavers.net/images/weaps.png]) did some actual testing on an npc (with the 'getav health' command after each strike), managed to get up to 35k damage with double swords in a 3-slashes powerattack. (30k with daggers, because while they might have a higher multiplier of 30, they dont scale with onehanded fortify)&lt;br /&gt;
&lt;br /&gt;
== Ingredient strength? ==&lt;br /&gt;
&lt;br /&gt;
For some reason, using different ingredients to make potions, even at the same skill level and with the same effects, results in effects of differing strengths. I have been unable to deduce the pattern, but for example, with Deathbell, you can make the following &amp;quot;Damage Health&amp;quot; poisons at my current skill level:&lt;br /&gt;
&lt;br /&gt;
Other Ingredient / Magnitude&lt;br /&gt;
&lt;br /&gt;
*Ectoplasm / 22 (EFIT - 0x00000040 00000000 01000000)&lt;br /&gt;
*Falmer Ear / 22 ( EFIT - 0x00000040 00000000 01000000)&lt;br /&gt;
*Imp Stool / 22 (EFIT - 0x00000040 00000000 01000000)&lt;br /&gt;
*Nightshade / 22 (EFIT - 0x00000040 00000000 01000000)&lt;br /&gt;
*Nirnroot / 14 (EFIT - 0x00000040 00000000 00000000)&lt;br /&gt;
*Red Mountain Flower / 22 (EFIT - 0x0000040 00000000 01000000)&lt;br /&gt;
*River Betty / 36 (this one also makes a Slow effect) (EFIT - 0x0000A040 00000000 00000000)&lt;br /&gt;
*Skeever Tail / 22 (EFIT - 0x00000040 00000000 01000000 )&lt;br /&gt;
*Troll Fat / 22 (EFIT - 0x00000040 00000000 01000000)&lt;br /&gt;
*Void Salts / 22 (EFIT - 0x00000040 00000000 01000000)&lt;br /&gt;
&lt;br /&gt;
It implies that Nirnroot is unusually weak, and River Betty is unusually strong. All combinations of Damage Health that include River Betty (even Nirnroot) give a magnitude of 36...I don't know why Nirnroot drags down the Deathbell poison to 14, but it seems like there are definitely differing strengths of ingredients involved here, somehow.&lt;br /&gt;
&lt;br /&gt;
: That's probably because of the ingredient order. X/Y/Z/Q, as far as i understood, X is stronger that Y which is stronger the Z which is stronger than Q. So items with say, restore health in Z are less efficient at transmitting that quality that items which have restore health in X. Hope that made sence. --[[Special:Contributions/77.36.50.9|77.36.50.9]] 16:38, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::It looks like some of the extra information about the ingredient effects may make a difference this time around.  Ingredients have always (well, back through Morrowind) had their effects treated internally the same way as enchantments -- so they have a magnitude, duration, area, etc.  But in past games those extra numbers have made no difference.  Now they seem to mean something.  For the damage health effect, Falmer Ear and Nightshade both have mag=2/duration=1; Nirnroot has mag=2/duration=0; River Betty has mag=5/duration=0.  It's clearly ''not'' the order in which the effect appears, since in all four of those cases damage health is the first effect.&lt;br /&gt;
:::Before starting to add this information to all the ingredient summaries, however, I'd like to get a better handle on whether there's a single number that can be used to represent the ingredient strength. --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 17:00, 19 November 2011 (UTC)&lt;br /&gt;
::::Interesting. Also, where do these apply? To all effects? Just restores/damage? Fortification? --[[Special:Contributions/77.36.50.9|77.36.50.9]] 17:57, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just going on a hunch here, but I'm thinking the EFIT information in the Oblivion.esm files for the ingredients is the key to this. It looks like it holds three values.Judging by the looks of it if the EFIT is key, this example shows that the most powerful effect would be #2 or #3, and #1 would be one of the weakest:&lt;br /&gt;
::(Jazbay Grapes, 1st effect) &lt;br /&gt;
::EFID - 73F51 (MGEF - AlchWeaknessMagic), EFIT - 0x00000040 00000000 1E000000. &lt;br /&gt;
::EFID - 3EAF8 (MGEF - AlchFortifyMagicka), EFIT - 0x00008040 00000000 3C000000. &lt;br /&gt;
::EFID - 3EN07 (MGEF - AlchFortifyMagickaRate), EFIT - 0x0000A040 00000000 2C010000.&lt;br /&gt;
::EFID - 73F26 (MGEF - AlchDamageHealthRavage), EFIT - 0x00000040 00000000 0A000000.&lt;br /&gt;
:&lt;br /&gt;
:Findings thus far - I haven't found an ingredient with anything other than 0 for the second bit of data. Invisibility has no magnitude in Skyrim and the EFIT for it on Chaurus Eggs only holds one value (0x00000000 00000000 04000000). Judging by that, the 1st bit could be magnitude, 3rd could be duration, but no clue on the 2nd. As a side note, I'm using a program called Skyrim Viewer to easily compare this information. &lt;br /&gt;
:&lt;br /&gt;
:I just added all the EFIT information for the ingredients listed in the original post. It's clear that the EFIT values do affect the potion created, now to figure out the formula and values for each bit of information.&lt;br /&gt;
: EFIT for Deathbell's Damage Health - 0x00004040 00000000 01000000 --[[User:hexorcist|hexorcist]]&lt;br /&gt;
&lt;br /&gt;
::The EFITs you're describing are the same magnitude/area/duration values that I previously described.  The first 8 bytes are the magnitude (float); second 8 bytes are the area (uint32) and the third 8 bytes are the duration (uint32). --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 02:05, 21 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::[edited] Here's a TSV list, http://pastebin.com/fGe3LsGA&lt;br /&gt;
:::: That link is now 404. Is there another link?&lt;br /&gt;
:::::not 404, just had to remove the -- [[Special:Contributions/98.178.146.254|98.178.146.254]]&lt;br /&gt;
&lt;br /&gt;
:Preliminary test shows that it only uses the highest of the EFIT values by the selected ingredients. On a new character with 15 alchemy (starting amount) just did Wheat/Butterfly Wing (5/5 - V14,M22), Imp Stool/Blisterwort (3/3 - V8,M13) and Imp Stool/Wheat (3/5, V14,M22). Using 2 and 3 ingredients with 1 match of &amp;quot;Fear&amp;quot; (1/1, 1/1/1 - Cyrodilic Spadetail, Powdered Mammoth Tusk, Blue Dartwing) I got the same results - Fear up to level 4 for 30 seconds, value of 76. I did this test twice because the first time I did the 3 ingredients and wanted to eliminate that as the cause of the values being the same when I used 2 ingredients (similar to how Oblivion worked with potion strength).&lt;br /&gt;
&lt;br /&gt;
== Lab Locations ==&lt;br /&gt;
&lt;br /&gt;
I think this page should have a list of alchemy lab locations, similar to how the [[Skyrim:Enchanting|Enchanting]] page has a section for &amp;quot;Arcane Enchanters Location&amp;quot;. In which case, there's one in the [[Skyrim:The Midden Dark|The Midden Dark]], in a northern tunnel. [[User:Minor Edits|Minor Edits]] 18:37, 19 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Potion weight. ==&lt;br /&gt;
&lt;br /&gt;
Is there any specific information on how player made potion weights are calculated? &lt;br /&gt;
Are we still subject to the pumpkmelon crisis from oblivion? {{Unsigned|124.149.57.134|23 November 2011}}&lt;br /&gt;
&lt;br /&gt;
:If I recall correctly, all potions weigh 0.5 --[[User:Timenn|Timenn]]-&amp;lt;span style=&amp;quot;font-size: 9px; letter-spacing: 1px;&amp;quot;&amp;gt;&amp;amp;lt;[[User talk:Timenn|talk]]&amp;amp;gt;&amp;lt;/span&amp;gt; 14:12, 23 November 2011 (UTC)&lt;br /&gt;
== Alchemy effects ==&lt;br /&gt;
Alchemy effects and alchemy should be consolidated into one. I spent a solid 15 minutes trying to find the alchemy recipes through a link on this page.&lt;br /&gt;
== Incorrect tip on main Alchemy page. ==&lt;br /&gt;
&lt;br /&gt;
Shops do not, infact, replenish every 24 hrs, it's every 48. The trip between Markarth, Riften and back takes 25.5 hours one way = 51 hours round trip. I'm assuming the OP didn't account for the trip FROM a location then back, and instead thought of only the trip TO the next location, ergo &amp;quot;24 hours&amp;quot; --[[Special:Contributions/75.71.114.55|75.71.114.55]] 15:34, 23 November 2011 (UTC)&lt;br /&gt;
:Thanks, I've incorporated this into the article. Feel free to do it yourself in the future; this is a wiki! -- [[User:Hargrimm|Hargrimm]] | [[User_talk:Hargrimm|&amp;lt;sup&amp;gt;Θ&amp;lt;/sup&amp;gt;]] 00:21, 27 November 2011 (UTC)&lt;br /&gt;
:::- T_T Editing live pages scares me.&lt;br /&gt;
::Personally, I prefer the following fast-travelling route: Whiterun -&amp;gt; Morthal -&amp;gt; Windhelm -&amp;gt; Riften -&amp;gt; Whiterun.  If you start around 8AM, you can usually catch Windhelm's alchemy shop open (though it can be hit or miss) and Riften's alchemy shop never closes.  If you have the house in Whiterun and a spouse that has an alchemy shop, then you'll be hitting five alchemy shops in succession before taking about a four-hour nap and dropping off any ingredients you don't want to carry.  I haven't figured out the best way to include Solitude in the rounds and I'd prefer to drop Windhelm, but this circuit worked for me. --[[User:Fluff|Fluff]] 20:31, 27 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unsuccessful Potion Alchemy Skill Increase ==&lt;br /&gt;
It's stated on here that unsuccessful potions do not increase your alchemy but I've leveled mine up while making unsuccessful potions. A friend of mine looked in the game guide printed by Bethesda and it states in there that it does increase your alchemy, but it's very slight. should this be changed on the main page? [[User:MeBetter87|MeBetter87]] 23:50, 26 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 4 Ingredients ==&lt;br /&gt;
&lt;br /&gt;
'''ex. Ectoplasm (Restore Magicka) + Elves Ear (Restore Magicka, Resist Fire) + Dragon's Tongue (Resist Fire, Fortify Illusion) + Dwarven Oil (Fortify Illusion) will create a potion that Restore's Magicka, Resists Fire, and Fortifies Illusion.'''&lt;br /&gt;
I'm Pretty sure you can only use 3 ingredients per potion, is there some way to use a fourth I don't know about?[[User:Jo&amp;amp;#39;ker|Jo&amp;amp;#39;ker]] 03:22, 29 November 2011 (UTC)&lt;br /&gt;
:No. That part is gone now. --[[User:Fluff|Fluff]] 03:26, 29 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Alchemy Utilities ==&lt;br /&gt;
*Skyrim Alchemy Laboratory wizard utility to help you, visit this site : http://reflexlo.w03.winhost.com/Elder_scrolls_v_skyrim_alchemy_potions_recipes&lt;br /&gt;
*There is also a wizard located here: http://skyrim.melian.cc/?cmd=cmdSkyrimAlchemyWizard&lt;br /&gt;
*http://skyrim.iamnoah.com/&lt;br /&gt;
&lt;br /&gt;
== Alchemy Recipe Helper and Leveling up Alchemy ==&lt;br /&gt;
&lt;br /&gt;
These were both added in one edit and are copy-pasted from elder scrolls wiki, (Although I have no way of knowing that the person who edited that site wasn't the person who put it on this site,) I don't know what the policy is on copying other sites, but I just wanted to point out that the Recipe Helper shouldn't be on this page at all, the link would be more helpful on [[Skyrim:Useful_Potions|Useful Potions]].[[User:Jo&amp;amp;#39;ker|Jo&amp;amp;#39;ker]] 13:23, 1 December 2011 (UTC)&lt;br /&gt;
:Good call.  The new stuff isn't 100% accurate.  I'll poke it a bit. --[[User:Fluff|Fluff]] 16:00, 1 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Breaking the Game with Alchemy (and maybe a bit of Enchanting) ==&lt;br /&gt;
&lt;br /&gt;
A few of us are doing a bit of work on weapon enchantments over on the [[Skyrim_talk:Enchanting_Effects|Enchanting Effects talk page]].  I took a look at the armor enchants.  Did you know that all the Fortify Skill enchantments are Restoration abilities?  Our main focus is trying to reduce the charge cost on weapons, but reducing the magicka cost on armor abilities isn't needed.  Interestingly enough, potions increase the effectiveness of Restoration abilities, not reduce the cost.&lt;br /&gt;
&lt;br /&gt;
So, here's what you need:&lt;br /&gt;
* Lots of ingredients that have the [[Skyrim:Fortify Restoration|Fortify Restoration]] effect.&lt;br /&gt;
* Some ingredients for [[Skyrim:Fortify Smithing|Fortify Smithing]] and [[Skyrim:Fortify Enchanting|Fortify Enchanting]] effects.&lt;br /&gt;
* At least one piece of apparel with the [[Skyrim:Fortify Alchemy|Fortify Alchemy]] effect on it, preferably all four pieces.&lt;br /&gt;
&lt;br /&gt;
What to do:&lt;br /&gt;
# Put on all your Alchemy apparel.&lt;br /&gt;
# Step up to the alchemy table.&lt;br /&gt;
# Make a Fortify Restoration potion.&lt;br /&gt;
# Step away from the alchemy table.&lt;br /&gt;
# Enter the items menu.&lt;br /&gt;
# Drink the Fortify Restoration potion.&lt;br /&gt;
# Unequip your Alchemy apparel.&lt;br /&gt;
# Re-equip your Alchemy apparel. (Notice a difference?)&lt;br /&gt;
# Exit the items menu.&lt;br /&gt;
# Repeat from step 2.&lt;br /&gt;
&lt;br /&gt;
So you can make some ridiculously overpowered Fortify Restoration potions.  When you get tired of the above loop, make some Fortify Smithing and Fortify Enchanting potions instead.  With the Fortify Enchanting potions, in addition to whatever you want to enchant, you could also make some Fortify Smithing apparel and some stronger Fortify Alchemy apparel.  Note that you need no skill or perks in Smithing to be able to make use of this.  &lt;br /&gt;
&lt;br /&gt;
So while there isn't any Fortify Alchemy potion, you can still get a very similar effect with Fortify Restoration and Fortify Alchemy equipment. --[[User:Fluff|Fluff]] 03:34, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
So what's the ultimate loop? Is it like this?&lt;br /&gt;
&lt;br /&gt;
# Wear a Fortify Alchemy set.&lt;br /&gt;
# Brew and drink Fortify Restoration potions and take off/put on your Alchemy set until fixed point is reached (this loop is probably cheaper to iterate than the enchanting loop, so do it inside).&lt;br /&gt;
# Brew and drink a Fortify Enchanting potion.&lt;br /&gt;
# Enchant a better Alchemy Set.&lt;br /&gt;
# Repeat the above until fixed point is reached.&lt;br /&gt;
# Brew a Fortify Smithing potion, and two Fortify Enchanting and Fortify Restoration potions.&lt;br /&gt;
# Drink a Fortify Enchanting potion.&lt;br /&gt;
# Enchant a Smithing set.&lt;br /&gt;
# Wear the Smithing set, and drink the Fortify Smithing potion and the Fortify Restoration potion.&lt;br /&gt;
# Smith whatever you want.&lt;br /&gt;
# Drink the other Fortify Enchanting and Fortify Restoration potions and enchant your smithed equipment.&lt;br /&gt;
&lt;br /&gt;
--[[User:Evil4Zerggin|Evil4Zerggin]] 06:10, 4 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::- Anyone confirmed that upping your '''Restoration''' skill increases your '''Alchemy/Enchanting''', it seems a bit... off. Considering Restoration is a branch of magic and Alchemy is not.&lt;br /&gt;
:::[[User:Evil4Zerggin|Evil4Zerggin]], there really isn't a reason to enchant new Alchemy gear unless you want to increase the rate of your Fortify Restoration potion effect increase.  At least, there isn't a reason to do so if you have some amount Fortify Alchemy enchant already.  If your total Fortify Alchemy enchant is at some point (that I haven't bothered to figure out; a full set of 25% Fortify Alchemy gear works), then your Fortify Restoration potions can continue to climb without limit.  While I've always been a proponent of using Alchemy+Enchanting to get ridiculous Smithing bonuses (or at least, I don't believe that's an exploit), this is too much.  The Alchemy+Enchanting loop has a definite end; it does not offer unlimited power.  This Restoration method does not end.  As long as you always create a Fortify Restoration potion while you're under the effects of your previous one, you'll always be able to resume the loop and the loop will continue to gain in value.&lt;br /&gt;
&lt;br /&gt;
:::It should be noted that Fortify Restoration is not directly increasing your Alchemy.  It's increasing the [[Skyrim:Fortify Alchemy|Fortify Alchemy]] enchant on your gear, which is a Restoration effect.  This works exactly the same as the weapon enchants getting more charges as your related skill increases. --[[User:Fluff|Fluff]] 01:05, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: So the potion loop increases without bound? Interesting. --[[User:Evil4Zerggin|Evil4Zerggin]] 01:54, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I missed one of the more unbalancing aspects of this loop.  While you're under the effects of a Fortify Restoration potion, any other potions you drink that have Restoration effects are also enhanced.  So, assuming you don't take 60 seconds at the alchemy table, you'll be drinking the next Fortify Restoration potion while the previous one is still in your system, giving you that much more of a boost.&lt;br /&gt;
&lt;br /&gt;
To give you an idea of the absurdly unbalanced nature of this, here's a controlled example I did.  I used Abecean Longfin and Salt Pile as my Fortify Restoration ingredients.  I have full Alchemy, full perks, and a full set of +29% Fortify Alchemy gear.  I make my first potion: as expected, it's +130% to Fortify Restoration.  This is the same as Fortify Smithing potions, so it's to be expected.  After drinking that one and doing the unequip/reequip, things quickly start to get out of hand.  Here's a table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pass || Magnitude&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 130%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 530%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2,920%&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 65,342%&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 29,847,012%&lt;br /&gt;
|}&lt;br /&gt;
I didn't see any need to continue at that point; a bonus of nearly 30 million should be enough for anyone.  A note to remember: I was drinking a Fortify Restoration potion while under the effects of the previous.  Once the Fortify Restoration wears off, the potion from the 5th pass ''only'' had a magnitude of +45,608%.  In addition, you might say this is a good way to make money except there isn't a merchant in the game that can buy the 5th pass potion.  Its value is 478,499 septims.&lt;br /&gt;
&lt;br /&gt;
Because your Alchemy level increases with the value of the potions you create, I tried a second test with no Alchemy perks, an Alchemy skill of zero, and a full set of Fortify Alchemy +8% equipment (created with zero Enchanting, zero Enchanting perks, and Grand Souls).  My first Fortify Restoration potion was +21%.  After four passes, it was at +29% and stalled.  So, while it appears you can't quite do this immediately at the beginning of the game, I don't think it'd take much leveling up of Alchemy or Enchanting to let you break past the +29% boundary. &lt;br /&gt;
--[[User:Fluff|Fluff]] 03:48, 5 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are you remembering to drink your potion, and then take off your +alchemy equiptment and then put it back on in each pass?  As I tried the exact same thing as you and it worked like a charm.  A ridiculous game breaking charm :D    [[User:JimmyDeSouza|JimmyDeSouza]] 00:41, 13 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:hmm. My results were quite different. I got a 642,692% bonus very quickly (3 potions, I think), letting me create a +4,694% Alchemy+Smithing ring. That's with 100 Alchemy and 5/5 plus Benefactor. I was just trying to make a single item so I didn't have to mess around with equipping full suits every time... Interestingly, with my old +33% items ''also'' equipped, Active Effects shows the bonus is ''reduced'' to 4615%, and a base damage of around 250 for an Ebony Sword at the grindstone. With those 3 removed and only the &amp;quot;Uber Ring&amp;quot; equipped, the base damage skyrockets to 780. It looks like some piece of math is imploding badly somewhere, with values past a certain point being treated as negative numbers, or something crazy like that. [[User:Aliana|Aliana]] 02:55, 16 December 2011 (UTC)&lt;br /&gt;
:For reference/comparison, with the three +33% items an Ebony Sword is a nice round 100 damage on this char. [[User:Aliana|Aliana]] 03:29, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just tried it, and i can confirm. It works. However, due to the whole potion does not take effect while another potion that does the same thing is in effect, you have to wait a minute between each one. Unless i'm doing something wrong. [[Special:Contributions/203.19.254.143|203.19.254.143]] 22:01, 9 December 2011 (UTC)&lt;br /&gt;
Actually, never mind that. It started working for some reason.&lt;br /&gt;
&lt;br /&gt;
:You are doing something massively wrong.  If you drink one fortify restoration potion while under the effects of the previous one, that gives the new one the previous ones bonus.  (IE if you have 2 +130 potions, drinking one will make the second give a 299% bonus)  This only works for +restoration potions btw.   [[User:JimmyDeSouza|JimmyDeSouza]] 00:41, 13 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Should we add this into the &amp;quot;Leveling Alchemy&amp;quot; section?  As this is an incredibly quick way to level it, all you need to do is get the resources for 16 fortify restoration potions and you are at lvl 100.  (Or I was anyway).  Or is this not feasable because it is a glitch, or relies on enchantment?    [[User:JimmyDeSouza|JimmyDeSouza]] 00:44, 13 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::No kidding-  I cracked the hell up when my first potion worth six digits took my Alchemy from 80 to 100 in an instant.  Also, this Fortify Restoration method has other ramifications not yet mentioned-  it affects *any* pre-existing gear with any type of fortification, and this ''includes'' perks like Armsman and Agile Defender.  Under the influence of a high level Restoration Potion, literally *all* of my weapons, spells and armor were doing/blocking *absurd* damage, as I have at least one perk in each weapon/armor/magic tree.  Additionally, and I'm not sure if this is a glitch or not, once I made the Fortify Restoration effect strong enough, my armor actually displayed NEGATIVE armor values, implying too much fortification can take the numbers into negative values, which is something other people have noticed with things like Fortify Pickpocket and Fortify Sneak.  Perhaps most interesting of all (to me, anyway), *all* of these fortifications lasted until I unequipped the gear in question- they don't go away when the potion effect ends.  I had a carrying capacity of over 80,000,000 before I unequipped my boots :-D  It even persists through a save and reload- it really does last until the gear is unequipped.  This could be useful if you find weight limits so irritating you're willing to resort to other exploits like followers and zombies.  [[Special:Contributions/209.66.120.3|209.66.120.3]] 18:02, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Higher-Level Alchemy can kill he game ==&lt;br /&gt;
&lt;br /&gt;
When you reach Alchemy 70, and get all the Perks up to Green Thumb, you ONLY have to know WHERE to get the best stuff and you can wreck your game, as just happened to me:&lt;br /&gt;
&lt;br /&gt;
I spent 5-6 REALLIFE Days / about 5h each day, just wrecking up Smithing and Alchemy, hit 100 Smithing in no time, but had a hard time reaching Alchemy 70.&lt;br /&gt;
&lt;br /&gt;
All I used was *SPOILEEEEEEEEER!*&lt;br /&gt;
&lt;br /&gt;
Chaurus Eggs + Luna Moth Wings, you can find those in Shimmermist Cave and around the Giant Camp closes to Whiterun, you get about 50 Charus eggs and about 20 Luna Moth Wings each time.&lt;br /&gt;
&lt;br /&gt;
NOW:&lt;br /&gt;
That creates Invisiblity AND Damage Magicka, so one positive and one negative effect. But it is ALL about the TOTAL VALUE, and that one is NOT bad, not as good as Wheat+BlisterWort+Giants Toe, but still good.&lt;br /&gt;
&lt;br /&gt;
Long Story short: if you know certain places, and have the Green Thumb skill, you just collect HUNDRETS of samples, and that allows for extremely huge quantities of strong potions, and SELLING all that, well, makes you the medieval, dragonborn Rockefeller.&lt;br /&gt;
&lt;br /&gt;
Also, the Alchemy skill should level faster (only the first few levels that is) when not using overly strong ingredients, and at least when you try to reach the &amp;quot;Experimenter 3&amp;quot;-Perk, I know of some people whose characters know ALMOST (speaking only 1 or 2 they don't) all ingred.-effects (ingame, not just looking up on any sheets found on the net) without use of Experimenter, and that makes experimenter USELESS. Esp. since it is so hard to reach, it should be the second (swapped with Benefactor), since you more likely choose Benefactor and max. out Alchemist, which in turn creates overly strong potions as well, making leveling up even easier. --[[User:MarukiTheFaceHater|MarukiTheFaceHater]] 17:05, 15 December 2011 (UTC)&lt;br /&gt;
: Experimenter isn't worth any perks.  Spending perks on Experimenter is a total waste since (as you say) the perks immediately become obsolete when you know all the effects.  In my opinion, effects on ingredients should automatically be revealed when eaten based on your Alchemy level.  Since I play on console, I can simulate this by giving myself an Experimenter perk at Alchemy 25, 50 and 75. --[[User:Fluff|Fluff]] 17:17, 12 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Well, yeah. I finally gave up on Alchemy and cheated to give myself Experimenter 1-3. I got sick of the game crashing and ruining my savegames, DESPITE I SAVE MULTIPLE SAVES BEFORE CRASHING, and everytime I land at the savegame I took 1 hours ago. Also, I always restarted from scratch when a new patch was downloaded, since I got the feeling (don't know from which games, but there was a lot) that patching and continuing your savegames may cause errors and lots of hickups. (Oh yeah, Vampire Masquerade for example: after Patching, every Human was a Vampire, while many Vamps turned into Humans, Skills were broken, scripts missing , etc., only a NEW GAME after Patching solved all that.) So yeah, I had leveld &amp;quot;Alchemy 90&amp;quot; in 20 Savegames, and &amp;quot;Smithing 100&amp;quot; like 200 savegames, only to try to fix the crashes and do that, reinstall, etc. and restart over. I'm sick of it, and since I know all the ingredients' effects (the useful ones anyway), only have to think around. That is because I am not a native english speaker but have an English Game (as always, can't STAND any localized versions) and find it too hard to memorize all hundred ingredients and all their 4 effects, but, yeah, Wheat+Giants toe, Nirnroot+LunaMoth/Icewraith, yeah that's easy to memorize; so I cheated. Yeah. First and only time, and I was at Alchemy 86 when it crashed over and over. So I just gave me the skill and plan on giving it to my character to start with, when I am forced to restart a new game. No cheating, just even the odds. If they can't program a flawless game, and put in a Useless Skill (you can only get when it is too late already), might as well take it from the get go.--[[User:MarukiTheFaceHater|MarukiTheFaceHater]] 17:19, 15 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== VN: Stacking Fortify Restoration Potions ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've experienced it exactly how the article says.  In my experience, Fortify Restoration potions have only stacked if they have differing base magnitudes.  For instance, the example as listed in the article would not stack; drinking all three would just waste two of them.  However, if the base magnitude of each potion was different (90%, 100%, 110%), each successive potion would gain the effects of the previous.  Can anyone else offer input? --[[User:Fluff|Fluff]] 04:47, 13 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
I was able to get a *huge* multiplier drinking multiple bottles of the exact same strength, so I don't appear to be having that problem (I'm on PS3. FWIW). [[Special:Contributions/209.66.120.3|209.66.120.3]] 22:40, 16 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frenzy/fear at later levels? ==&lt;br /&gt;
&lt;br /&gt;
Can someone tell me at higher levels (50-80) if frenzy/fear poisons are at all effective with maxed skill, and all available alchemy perks? Because I know they are level dependent. Thanks in advance [[User:Thekidd84|Thekidd84]] 22:48, 13 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removed note. ==&lt;br /&gt;
&lt;br /&gt;
* Experimenting with ingredients that do not result in a potion being created does not progress the alchemy skill.&lt;br /&gt;
Removed because: Actually, combinations that result in nothing '''do''' increase the skill, albeit by a very small amount. --[[Special:Contributions/139.153.52.136|139.153.52.136]] 21:56, 15 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also removed:&lt;br /&gt;
''There is a bug where by loading two saves that are 48 hours apart, will refresh a shops inventory, this works when buying alchemy ingredients. Make 2 saves 48 hours apart by the alchemy shop keeper, on the last save buy all the ingredients and save the game. Load the game which is 48 hours prior to this. Speak to the shop keeper and look at his goods. Now reload the last save and the shop keeper will have fresh goods again, buy save, repeat. This is useful if your load times are significantly faster than a 48 hour wait.''&lt;br /&gt;
&lt;br /&gt;
This is inefficient.&lt;br /&gt;
&lt;br /&gt;
It is much easier to simply kill the NPC and reload, as it yields the same result. --[[Special:Contributions/139.153.52.136|139.153.52.136]] 22:00, 15 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: HOW are you supposed to kill the NPC? Console-&amp;gt;left click-&amp;gt; KILL, then reload doesn't yield any result at all, only that you reloaded, yeah. Do you need to KILL the person via attacking?--[[User:MarukiTheFaceHater|MarukiTheFaceHater]] 06:23, 20 December 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Leveling&amp;diff=823456</id>
		<title>Skyrim:Leveling</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Leveling&amp;diff=823456"/>
		<updated>2011-12-19T06:54:09Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Illusion */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail}}[[Category:Skyrim-Characters]]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
There are two types of leveling in Skyrim: character leveling and skill leveling.&lt;br /&gt;
&lt;br /&gt;
Each time your character increases in level you are provided with the opportunity to make key choices about your character's abilities. This happens via being able to choose to increase either [[Skyrim:Health|Health]], [[Skyrim:Magicka|Magicka]] or [[Skyrim:Stamina|Stamina]] and being given a new skill point to invest in a skill perk.&lt;br /&gt;
&lt;br /&gt;
Each time your character increases the level of a particular skill, you move closer towards gaining a character level, increase the general effectiveness of using that skill, and potentially unlock new skill perks.&lt;br /&gt;
&lt;br /&gt;
==Gaining Levels==&lt;br /&gt;
Leveling your character is not the same as it was in Oblivion: instead it's based on an experience system related to skills.  &lt;br /&gt;
&lt;br /&gt;
As you use a [[Skyrim:Skills|skill]], you gain experience in that skill (which we will call &amp;quot;Skill XP&amp;quot;), leading to a skill level up. Skill level ups can also be acquired by [[Skyrim:Trainers|Training]] or by reading [[Skyrim:Skill Books|Skill Books]]. Every time you level-up a skill, you gain experience towards a character level-up (which we call &amp;quot;Character XP&amp;quot;, or simply &amp;quot;XP&amp;quot;). Further, increasing the levels of your skills is ''the only'' way you are able to increase your character XP. However, leveling up low-level skills offers a low amount of character XP towards your next level while leveling up high-level skills offers more. The required amount of character XP needed to gain a character level up increases with your character level. &lt;br /&gt;
&lt;br /&gt;
Unlike in Morrowind and Oblivion, you are not penalized with a lack of attribute bonuses at the time of 'leveling-up' because there are no attributes nor major/minor skills, so accidentally gaining levels before distributing 'points' (skill perks) will have no negative effect. Some content is still leveled (primarily enemy gear), so it is still possible to create a character too weak to keep up.&lt;br /&gt;
&lt;br /&gt;
The amount of skill XP you receive from using a skill in a specific way is constant. However, as you increase in skill level, the amount of skill XP required for the ''next'' skill level up increases. This is why blocking a few attacks from an Ice Wolf may give you a level-up in Block at the beginning of the game when your skill levels are low, but when your Block level is very high it will take a lot more attacks to gain a level-up; in this instance your Block would level up faster if you blocked an attack from a Giant (if possible!). Keep in mind that some skills are much easier to level than others. For example, one may quickly level their Smithing to 100 by solely crafting Iron Daggers; however, it will take a very long time to level One-Handed to 100 by solely attacking Skeevers with a specific One-Handed weapon, such as an Iron Dagger. Further, successfully using your skill yields more skill XP than unsuccessfully using it. For example, successfully picking a lock gives you more Lockpicking XP than breaking your lockpick.&lt;br /&gt;
&lt;br /&gt;
Some skills will only increase when there is an active component associated with them:&lt;br /&gt;
&lt;br /&gt;
* [[Skyrim:Sneak|Sneak]] will only increase if you are within range of and are avoiding detection by an entity that would otherwise be aware of your presence. You do not need to move for the skill to increase, though completing actions that are more difficult increase the skill faster, such as moving, and more notably completing Sneak Attacks.&lt;br /&gt;
* [[Skyrim:Conjuration|Conjuration]] derived from Raise Zombie or similar will only increase if the minion engages in combat.&lt;br /&gt;
* [[Skyrim:Restoration|Restoration]] will only contribute if it is replenishing lost life/stamina and will level up faster when in combat.&lt;br /&gt;
* [[Skyrim:Alteration|Alteration]] derived from [[Skyrim:Detect Life|Detect Life]] will only increase if you are able to 'see' any entities with the spell.&lt;br /&gt;
* [[Skyrim:Destruction|Destruction]] from runes will only increase if the runes are triggered. Other destruction spells require a valid target, either a creature or NPC.&lt;br /&gt;
* [[Skyrim:Pickpocket|Pickpocketing]] gains an increase proportionate to the total value of lifted goods, assuming you are not caught.&lt;br /&gt;
* [[Skyrim:Lockpicking|Lockpicking]] will gain a small increase for every broken pick, and a substantial increase that varies based on lock level vs skill and perk level for every successfully picked lock.&lt;br /&gt;
* [[Skyrim:Smithing|Crafting]] of items and jewelry gives linear increases irrespective of item complexity/ingredient complexity.  Armor/weapon improvement gives about half as much skill increase as creating a new item. Smelting gives no skill increase.&lt;br /&gt;
&lt;br /&gt;
Weapon type and quality appear to affect experience gained for the One-Handed and Two-Handed skills. When leveling One-Handed from 40--&amp;gt;41 using Iron weapons, it takes 105 strikes with a dagger, 60 with a sword, 53 with a war axe, and 47 with a mace. Furthermore, when leveling two-handed from 15--&amp;gt;16 using greatswords, it takes 5 strikes with an iron quality weapon, but only 3 strikes with a dwarven quality weapon. Power attacks do not seem to provide more experience than a standard attack.&lt;br /&gt;
&lt;br /&gt;
Note: Overtraining will still grant you level ups even if the progress bar is stuck at 100% (for example: If you start training Illusion from level 1 to Illusion lvl 44 you will be level 6 once you choose to level up).&lt;br /&gt;
&lt;br /&gt;
==Level and Skill XP Formulae==&lt;br /&gt;
Level XP is the experience points put towards raising your character's level. Skill XP is the experience points put towards raising your level in a particular skill.&lt;br /&gt;
&lt;br /&gt;
===Level XP===&lt;br /&gt;
&lt;br /&gt;
The formula for character leveling is as follows:&lt;br /&gt;
:Character XP gained = Skill level acquired&lt;br /&gt;
 &lt;br /&gt;
Example: Training alchemy from 20 to 21 gives 21 Character XP points&lt;br /&gt;
&lt;br /&gt;
:XP required to level up your character = Current level * 25 + 75 &lt;br /&gt;
&lt;br /&gt;
Example: 100 XP is required to advance from level 1 to level 2, and 1300 XP is required to advance from level 49 to 50.  '''This is consistent across all levels.''' (70-&amp;gt;71 follows the same formula as 3-&amp;gt;4)&lt;br /&gt;
&lt;br /&gt;
===Skill XP===&lt;br /&gt;
&lt;br /&gt;
The skill XP needed for the next skill level grows near-quadratically, as given by:&lt;br /&gt;
&lt;br /&gt;
k(x&amp;lt;sup&amp;gt;1.95&amp;lt;/sup&amp;gt;)+C&lt;br /&gt;
&lt;br /&gt;
where x is the current skill level. The coefficients are different for each skill, but can be broadly grouped in terms of rate of growth.&lt;br /&gt;
&lt;br /&gt;
*Combat&lt;br /&gt;
{| class=&amp;quot;wikitable firstleft&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!One Handed&lt;br /&gt;
!Two Handed&lt;br /&gt;
!Archery&lt;br /&gt;
!Block&lt;br /&gt;
!Light Armor&lt;br /&gt;
!Heavy Armor&lt;br /&gt;
|-&lt;br /&gt;
!k&lt;br /&gt;
|0.35&lt;br /&gt;
|0.35&lt;br /&gt;
|0.2&lt;br /&gt;
|0.25&lt;br /&gt;
|0.5&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
!C&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Magic&lt;br /&gt;
{| class=&amp;quot;wikitable firstleft&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Illusion&lt;br /&gt;
!Conjuration&lt;br /&gt;
!Destruction&lt;br /&gt;
!Restoration&lt;br /&gt;
!Alteration&lt;br /&gt;
|-&lt;br /&gt;
!k&lt;br /&gt;
|0.45&lt;br /&gt;
|0.95&lt;br /&gt;
|1.5&lt;br /&gt;
|1&lt;br /&gt;
|0.65&lt;br /&gt;
|-&lt;br /&gt;
!C&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Non-Combat&lt;br /&gt;
{| class=&amp;quot;wikitable firstleft&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Sneak&lt;br /&gt;
!Lockpicking&lt;br /&gt;
!Pickpocket&lt;br /&gt;
!Speechcraft&lt;br /&gt;
!Alchemy&lt;br /&gt;
!Enchanting&lt;br /&gt;
!Smithing&lt;br /&gt;
|-&lt;br /&gt;
!k&lt;br /&gt;
|0.045&lt;br /&gt;
|0.005&lt;br /&gt;
|0.03&lt;br /&gt;
|100/18&lt;br /&gt;
|2.1&lt;br /&gt;
|0.0015&lt;br /&gt;
|0.0019&lt;br /&gt;
|-&lt;br /&gt;
!C&lt;br /&gt;
|0&lt;br /&gt;
|–6&lt;br /&gt;
|–30&lt;br /&gt;
|0&lt;br /&gt;
|–90&lt;br /&gt;
|0&lt;br /&gt;
|–2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The primary factor in broadly determining how much XP is needed for level up is the k coefficient, while several of the non-combat skills have non-zero C values that help early game gains. Please note that skill XP needed isn't the only determining factor for how quickly a skill levels. The amount of XP awarded by a use of that skill, and how frequently it is used is also important.&lt;br /&gt;
&lt;br /&gt;
The lower the k value the less XP is needed to level up.&lt;br /&gt;
&lt;br /&gt;
==Leveling Decisions==&lt;br /&gt;
You are notified when you are eligible to level up.  When you accept the new level -which updates to the highest level you have currently earned - your character is fully healed, regaining any [[Skyrim:Health|Health]] or [[Skyrim:Magicka|Magicka]] that was depleted.  You can choose whether to do this immediately, or whether to use the level-up strategically to take maximum advantage of the healing bonuses.  In addition, you can level up anywhere; unlike in Oblivion or Morrowind, [[Skyrim:Sleeping|sleeping]] is not necessary.  Note that when you do choose to level, you will be raised to the highest level earned through skill progression; so if you have progressed 4 levels since the you last chose to level up you will gain all 4 of those levels the next time you open the skills tab. &lt;br /&gt;
&lt;br /&gt;
When leveling up, you are able to make two permanent character changes:&lt;br /&gt;
* One [[Skyrim:Attributes|attribute]] ([[Skyrim:Health|Health]], [[Skyrim:Magicka|Magicka]], [[Skyrim:Stamina|Stamina]]) can be increased by 10 points.  This choice is prompted for upon going to the perk and skill screen and leveling; if you gained 4 levels you will be prompted to make 4 choices in succession.  &lt;br /&gt;
* One [[Skyrim:Skills#Perks|skill perk]] can be unlocked. Skill Perks do NOT need to be used when leveling and may be saved for a later time.  This allows you to either utilize perk choices for immediate benefit in skills for which you meet the minimum or to chose to upgrade other paths once those requirements are met.  &lt;br /&gt;
&lt;br /&gt;
It should be emphasized that these choices are permanent barring modification of the game, additional content, or use of the developer console on the PC version of the game.  Once they are selected they are set - the option to confirm or cancel is presented when the choice is made and not when exiting the screen.  Since skill gain contributes to the earning of perks as general choices, it is possible to utilize gain in unrelated skills to progress through other perk paths should that be desirable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Navigating Skills / Adding a Perk (PC only)=====&lt;br /&gt;
Enter the skill screen by pressing Tab and selecting &amp;quot;Skills&amp;quot; (2x Up-Arrow or W-key), or alternately by hitting the ?/-key. Once on the screen, you can navigate through skills either by using the movement keys (A, D, W, S) or clicking with your mouse.&lt;br /&gt;
&lt;br /&gt;
Make sure the skill to which you would like to add a perk is centered on the screen and the constellation is visible. This brings up the perk tree for that skill. Navigate to the perk you wish to add. To add the perk, click directly on the star below the text. This will bring up a popup screen that you can answer with &amp;quot;Yes&amp;quot; (Enter) to add the perk or &amp;quot;No&amp;quot; (Tab) to cancel.&lt;br /&gt;
&lt;br /&gt;
==Maximum Level==&lt;br /&gt;
At higher levels, leveling up happens much more slowly, however there is no discrete change upon reaching level 50.  Level increases in Skyrim follow a formula (detailed above in the Gaining Levels section).  The maximum level is level 81 and is reached by increasing all skills to 100. With every skill mastered, the level progress meter will rest a little over halfway to '82', meaning it is not necessary to master every skill to achieve Level 81. &lt;br /&gt;
&lt;br /&gt;
One implication of the leveling system is that although it is possible to create a character with 100 in all skills, it is not possible for one character to unlock all skill perks, unless a console command is used (player.addperk). In such a case, one may unlock every perk available, even at level 1. There are 251 total skill perks (including multi-point perks), but only around 80 of them can be unlocked by any given character.&lt;br /&gt;
&lt;br /&gt;
==Effects of Leveling==&lt;br /&gt;
Various aspects of the game are leveled.  This means that as your character increases in level, some enemies become more challenging but also the quality of the items you find becomes better.  However, the leveling system in Skyrim has been altered from that used in [[Oblivion:Oblivion|Oblivion]], in response to criticisms of Oblivion's leveling system.&lt;br /&gt;
&lt;br /&gt;
Different locations in Skyrim have different inherent difficulties.  In other words, some dungeons are designed to be too difficult for low-level characters to enter.  More challenging dungeons are generally located at higher elevations, meaning that early in the game players may want to avoid mountainous regions.  However, more difficult dungeons contain better rewards.  In addition, some high-quality items can be randomly found even early in the game.&lt;br /&gt;
&lt;br /&gt;
The level of a given dungeon is fixed the first time you enter it.  Therefore, places that you enter early in the game will always contain relatively weak enemies, even if you return to the same dungeon at the end of the game.&lt;br /&gt;
&lt;br /&gt;
In addition, all levelled enemies are generated more like levelled creatures in Oblivion. For example, Bandit NPCs are always a fixed level for their name (Bandits are level 1, Bandit Thugs are level 9, Bandit Highywaymen are level 14, etc). The player's level affects the range of possible bandit types generated within a bandit dungeon, and probably the frequency, but does not seem to affect the resulting stats except in a few rare cases. Lower variant bandits remain reasonably common even when more dangerous bandits are available. &lt;br /&gt;
&lt;br /&gt;
Enemy types also seem to reach a plateau where they stop getting stronger. The strongest bandits (non-boss) are mid-20s. The strongest generic vampire is 54, and guards seem to stop scaling at 50. This implies that the difficulty of many areas will not increase beyond certain levels, except perhaps in frequency of difficult encounters.&lt;br /&gt;
&lt;br /&gt;
==Leveling Exploits==&lt;br /&gt;
&lt;br /&gt;
===Trainer Pickpocketing===&lt;br /&gt;
&lt;br /&gt;
Train using a [[Skyrim:Trainers|skill trainer]] and then pickpocket your gold back.&lt;br /&gt;
&lt;br /&gt;
However, without any pickpocket perks, this only works up to skill level 30 or so. The highest you can go with this &amp;quot;exploit&amp;quot; is level 76. Even with a full complement of pickpocketing perks (Light Fingers 5/5: +100% chance to pp, Night Thief: +25% chance to pp if NPC is asleep, Cut Purse: +50% chance to steal gold), 100 pickpocket, and Thieves Guild armor (+15% pp), and the NPC sleeping, it is usually impossible (0% chance) to pickpocket back the nearly 4k in gold it costs to train skill level 77. You can attempt to use the Unrelenting Force shout to knock down the trainer, and then pickpocket them while they are getting back up (even though the menu still displays 0% chance.) However you should quicksave first as sometimes (though not often) this causes NPCs to attack you.&lt;br /&gt;
&lt;br /&gt;
On the other hand you can put a Paralysis Poison to the NPC's inventory and then steal gold, and it won't attack you.&lt;br /&gt;
&lt;br /&gt;
Also, only 5 skill points may be trained at a trainer per level across all skills. At higher levels, 5 skill increases may not even get you 1/4 of the way through a level. The remaining 10 or 15 skill increases you need to level must still be earned normally. Thus, the spending of 7 perk points in pickpocketing has a fairly shallow return when compared to doing a dungeon crawl or two (at higher levels) for the 25k+ gold you need for 5 training points. Dungeons respawn, but those 7 perk points are forever wasted unless you will otherwise use pickpocket.&lt;br /&gt;
&lt;br /&gt;
===Trainer Followers===&lt;br /&gt;
&lt;br /&gt;
There are several [[Skyrim:Trainers|trainers]] who are also [[Skyrim:Followers#Permanent_Followers|permanent followers]]. In this case, you can have them follow you, ask them to train, and then ask them to trade and take your gold back.&lt;br /&gt;
&lt;br /&gt;
Notably, there are 5 trainers (4 expert: {{SR|Archery}}, {{SR|Block}}, {{SR|One-handed}}, {{SR|Two-handed}}, 1 master: {{SR|Heavy Armor}}) in the Companions HQ (Jorrvaskr) in Whiterun who will all be your followers after you complete the companion quest line, some of them even earlier. {{SR|Faendal}} in {{SR|Riverwood}} will also be your follower if you complete [[Skyrim:A_Lovely_Letter|his quest]] in his favor, and he is a common {{SR|Archery}} trainer.&lt;br /&gt;
&lt;br /&gt;
===Oghma Infinium===&lt;br /&gt;
&lt;br /&gt;
Once you have obtained the {{SR|Oghma Infinium}} '''and have not already used it to gain knowledge''' (because it normally disappears when you do so), follow these steps to easily gain levels in the 18 {{SR|Skills}}:&lt;br /&gt;
&lt;br /&gt;
# Activate an empty book shelf to access the book shelf menu.&lt;br /&gt;
# Find the Oghma Infinium in your inventory, and open it.&lt;br /&gt;
# Choose any path (''The Path of Might'' to level {{SR|Combat}} skills, ''The Path of Shadow'' to level {{SR|Stealth}} skills, or ''The Path of Magic'' to level {{SR|Magic}} skills).&lt;br /&gt;
# Store the Oghma Infinium on the bookshelf.&lt;br /&gt;
# Leave the book shelf menu.&lt;br /&gt;
# Activate the Oghma Infinium on the book shelf.&lt;br /&gt;
# Select ''(Do Not Read)''.&lt;br /&gt;
# Take the book off the shelf&lt;br /&gt;
&lt;br /&gt;
Repeat the above until you are satisfied with the amount of levels you have gained.&amp;lt;ref&amp;gt;http://www.youtube.com/watch?v=9Y8NR6nDxjk&amp;amp;t=350s&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternate method:&lt;br /&gt;
&lt;br /&gt;
Find an open chest that is not claimed. Cupboards and even pots will work.&lt;br /&gt;
Open the container&lt;br /&gt;
Find the book in your inventory and read it, choosing a path.&lt;br /&gt;
Close the book and store it.&lt;br /&gt;
Close the container, then open it immediately.&lt;br /&gt;
Take the Oghma Infinium back out.&lt;br /&gt;
Repeat.&lt;br /&gt;
&lt;br /&gt;
*This have been fixed in the patch 1.3.5.0 (PS3, checking)&lt;br /&gt;
&lt;br /&gt;
===Easy Conjuring===&lt;br /&gt;
Casting Soul Trap on your own horse will count towards leveling up Conjuration, and the horse will not react at all.&lt;br /&gt;
===Easy one handed and two handed=== &lt;br /&gt;
fight a frost troll with a one handed weapon or two and just wait till they heal up again.&lt;br /&gt;
&lt;br /&gt;
===Easy block leveling and armor leveling===&lt;br /&gt;
have a shield in one hand and fast healing in the other and find a decent enemy to beat your shield and or armor while healing.&lt;br /&gt;
also helps your restoration skill&lt;br /&gt;
&lt;br /&gt;
===Alteration===&lt;br /&gt;
use telekinesis and find an object to telekinesis on helps level up alteration fast.&lt;br /&gt;
&lt;br /&gt;
===Smithing===&lt;br /&gt;
Create Iron Daggers multiple times. All you need are Iron Ingots and Leather Strips. Moves Smithing level up quite quickly if Daggers are made in large quantities.&lt;br /&gt;
&lt;br /&gt;
===Illusion===&lt;br /&gt;
Casting muffle on yourself repeatedly will level up your Illusion even if there are no enemies around.&lt;br /&gt;
&lt;br /&gt;
Cast Courage with both hands on the chickens in Riverwood (or anyone, really) - the advantage to this is the chickens rarely move, and Courage is a low cost spell but will level you up extremely fast when used with the mage stone. The guards and people in the town will not attack you.&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Skyrim:Achievements|Achievements]] related to leveling are:&lt;br /&gt;
* [[File:SR-achievement-Apprentice.jpg|30px]] '''Apprentice''' -- Reach Level 5&lt;br /&gt;
* [[File:SR-achievement-Adept.jpg|30px]] '''Adept''' -- Reach Level 10&lt;br /&gt;
* [[File:SR-achievement-Expert.jpg|30px]] '''Expert''' -- Reach Level 25&lt;br /&gt;
* [[File:SR-achievement-Master.jpg|30px]] '''Master''' -- Reach Level 50&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Leveling&amp;diff=823452</id>
		<title>Skyrim:Leveling</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Leveling&amp;diff=823452"/>
		<updated>2011-12-19T06:53:05Z</updated>

		<summary type="html">&lt;p&gt;75.47.107.236: /* Easy block leveling and armor leveling */ spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail}}[[Category:Skyrim-Characters]]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
There are two types of leveling in Skyrim: character leveling and skill leveling.&lt;br /&gt;
&lt;br /&gt;
Each time your character increases in level you are provided with the opportunity to make key choices about your character's abilities. This happens via being able to choose to increase either [[Skyrim:Health|Health]], [[Skyrim:Magicka|Magicka]] or [[Skyrim:Stamina|Stamina]] and being given a new skill point to invest in a skill perk.&lt;br /&gt;
&lt;br /&gt;
Each time your character increases the level of a particular skill, you move closer towards gaining a character level, increase the general effectiveness of using that skill, and potentially unlock new skill perks.&lt;br /&gt;
&lt;br /&gt;
==Gaining Levels==&lt;br /&gt;
Leveling your character is not the same as it was in Oblivion: instead it's based on an experience system related to skills.  &lt;br /&gt;
&lt;br /&gt;
As you use a [[Skyrim:Skills|skill]], you gain experience in that skill (which we will call &amp;quot;Skill XP&amp;quot;), leading to a skill level up. Skill level ups can also be acquired by [[Skyrim:Trainers|Training]] or by reading [[Skyrim:Skill Books|Skill Books]]. Every time you level-up a skill, you gain experience towards a character level-up (which we call &amp;quot;Character XP&amp;quot;, or simply &amp;quot;XP&amp;quot;). Further, increasing the levels of your skills is ''the only'' way you are able to increase your character XP. However, leveling up low-level skills offers a low amount of character XP towards your next level while leveling up high-level skills offers more. The required amount of character XP needed to gain a character level up increases with your character level. &lt;br /&gt;
&lt;br /&gt;
Unlike in Morrowind and Oblivion, you are not penalized with a lack of attribute bonuses at the time of 'leveling-up' because there are no attributes nor major/minor skills, so accidentally gaining levels before distributing 'points' (skill perks) will have no negative effect. Some content is still leveled (primarily enemy gear), so it is still possible to create a character too weak to keep up.&lt;br /&gt;
&lt;br /&gt;
The amount of skill XP you receive from using a skill in a specific way is constant. However, as you increase in skill level, the amount of skill XP required for the ''next'' skill level up increases. This is why blocking a few attacks from an Ice Wolf may give you a level-up in Block at the beginning of the game when your skill levels are low, but when your Block level is very high it will take a lot more attacks to gain a level-up; in this instance your Block would level up faster if you blocked an attack from a Giant (if possible!). Keep in mind that some skills are much easier to level than others. For example, one may quickly level their Smithing to 100 by solely crafting Iron Daggers; however, it will take a very long time to level One-Handed to 100 by solely attacking Skeevers with a specific One-Handed weapon, such as an Iron Dagger. Further, successfully using your skill yields more skill XP than unsuccessfully using it. For example, successfully picking a lock gives you more Lockpicking XP than breaking your lockpick.&lt;br /&gt;
&lt;br /&gt;
Some skills will only increase when there is an active component associated with them:&lt;br /&gt;
&lt;br /&gt;
* [[Skyrim:Sneak|Sneak]] will only increase if you are within range of and are avoiding detection by an entity that would otherwise be aware of your presence. You do not need to move for the skill to increase, though completing actions that are more difficult increase the skill faster, such as moving, and more notably completing Sneak Attacks.&lt;br /&gt;
* [[Skyrim:Conjuration|Conjuration]] derived from Raise Zombie or similar will only increase if the minion engages in combat.&lt;br /&gt;
* [[Skyrim:Restoration|Restoration]] will only contribute if it is replenishing lost life/stamina and will level up faster when in combat.&lt;br /&gt;
* [[Skyrim:Alteration|Alteration]] derived from [[Skyrim:Detect Life|Detect Life]] will only increase if you are able to 'see' any entities with the spell.&lt;br /&gt;
* [[Skyrim:Destruction|Destruction]] from runes will only increase if the runes are triggered. Other destruction spells require a valid target, either a creature or NPC.&lt;br /&gt;
* [[Skyrim:Pickpocket|Pickpocketing]] gains an increase proportionate to the total value of lifted goods, assuming you are not caught.&lt;br /&gt;
* [[Skyrim:Lockpicking|Lockpicking]] will gain a small increase for every broken pick, and a substantial increase that varies based on lock level vs skill and perk level for every successfully picked lock.&lt;br /&gt;
* [[Skyrim:Smithing|Crafting]] of items and jewelry gives linear increases irrespective of item complexity/ingredient complexity.  Armor/weapon improvement gives about half as much skill increase as creating a new item. Smelting gives no skill increase.&lt;br /&gt;
&lt;br /&gt;
Weapon type and quality appear to affect experience gained for the One-Handed and Two-Handed skills. When leveling One-Handed from 40--&amp;gt;41 using Iron weapons, it takes 105 strikes with a dagger, 60 with a sword, 53 with a war axe, and 47 with a mace. Furthermore, when leveling two-handed from 15--&amp;gt;16 using greatswords, it takes 5 strikes with an iron quality weapon, but only 3 strikes with a dwarven quality weapon. Power attacks do not seem to provide more experience than a standard attack.&lt;br /&gt;
&lt;br /&gt;
Note: Overtraining will still grant you level ups even if the progress bar is stuck at 100% (for example: If you start training Illusion from level 1 to Illusion lvl 44 you will be level 6 once you choose to level up).&lt;br /&gt;
&lt;br /&gt;
==Level and Skill XP Formulae==&lt;br /&gt;
Level XP is the experience points put towards raising your character's level. Skill XP is the experience points put towards raising your level in a particular skill.&lt;br /&gt;
&lt;br /&gt;
===Level XP===&lt;br /&gt;
&lt;br /&gt;
The formula for character leveling is as follows:&lt;br /&gt;
:Character XP gained = Skill level acquired&lt;br /&gt;
 &lt;br /&gt;
Example: Training alchemy from 20 to 21 gives 21 Character XP points&lt;br /&gt;
&lt;br /&gt;
:XP required to level up your character = Current level * 25 + 75 &lt;br /&gt;
&lt;br /&gt;
Example: 100 XP is required to advance from level 1 to level 2, and 1300 XP is required to advance from level 49 to 50.  '''This is consistent across all levels.''' (70-&amp;gt;71 follows the same formula as 3-&amp;gt;4)&lt;br /&gt;
&lt;br /&gt;
===Skill XP===&lt;br /&gt;
&lt;br /&gt;
The skill XP needed for the next skill level grows near-quadratically, as given by:&lt;br /&gt;
&lt;br /&gt;
k(x&amp;lt;sup&amp;gt;1.95&amp;lt;/sup&amp;gt;)+C&lt;br /&gt;
&lt;br /&gt;
where x is the current skill level. The coefficients are different for each skill, but can be broadly grouped in terms of rate of growth.&lt;br /&gt;
&lt;br /&gt;
*Combat&lt;br /&gt;
{| class=&amp;quot;wikitable firstleft&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!One Handed&lt;br /&gt;
!Two Handed&lt;br /&gt;
!Archery&lt;br /&gt;
!Block&lt;br /&gt;
!Light Armor&lt;br /&gt;
!Heavy Armor&lt;br /&gt;
|-&lt;br /&gt;
!k&lt;br /&gt;
|0.35&lt;br /&gt;
|0.35&lt;br /&gt;
|0.2&lt;br /&gt;
|0.25&lt;br /&gt;
|0.5&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
!C&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Magic&lt;br /&gt;
{| class=&amp;quot;wikitable firstleft&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Illusion&lt;br /&gt;
!Conjuration&lt;br /&gt;
!Destruction&lt;br /&gt;
!Restoration&lt;br /&gt;
!Alteration&lt;br /&gt;
|-&lt;br /&gt;
!k&lt;br /&gt;
|0.45&lt;br /&gt;
|0.95&lt;br /&gt;
|1.5&lt;br /&gt;
|1&lt;br /&gt;
|0.65&lt;br /&gt;
|-&lt;br /&gt;
!C&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Non-Combat&lt;br /&gt;
{| class=&amp;quot;wikitable firstleft&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Sneak&lt;br /&gt;
!Lockpicking&lt;br /&gt;
!Pickpocket&lt;br /&gt;
!Speechcraft&lt;br /&gt;
!Alchemy&lt;br /&gt;
!Enchanting&lt;br /&gt;
!Smithing&lt;br /&gt;
|-&lt;br /&gt;
!k&lt;br /&gt;
|0.045&lt;br /&gt;
|0.005&lt;br /&gt;
|0.03&lt;br /&gt;
|100/18&lt;br /&gt;
|2.1&lt;br /&gt;
|0.0015&lt;br /&gt;
|0.0019&lt;br /&gt;
|-&lt;br /&gt;
!C&lt;br /&gt;
|0&lt;br /&gt;
|–6&lt;br /&gt;
|–30&lt;br /&gt;
|0&lt;br /&gt;
|–90&lt;br /&gt;
|0&lt;br /&gt;
|–2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The primary factor in broadly determining how much XP is needed for level up is the k coefficient, while several of the non-combat skills have non-zero C values that help early game gains. Please note that skill XP needed isn't the only determining factor for how quickly a skill levels. The amount of XP awarded by a use of that skill, and how frequently it is used is also important.&lt;br /&gt;
&lt;br /&gt;
The lower the k value the less XP is needed to level up.&lt;br /&gt;
&lt;br /&gt;
==Leveling Decisions==&lt;br /&gt;
You are notified when you are eligible to level up.  When you accept the new level -which updates to the highest level you have currently earned - your character is fully healed, regaining any [[Skyrim:Health|Health]] or [[Skyrim:Magicka|Magicka]] that was depleted.  You can choose whether to do this immediately, or whether to use the level-up strategically to take maximum advantage of the healing bonuses.  In addition, you can level up anywhere; unlike in Oblivion or Morrowind, [[Skyrim:Sleeping|sleeping]] is not necessary.  Note that when you do choose to level, you will be raised to the highest level earned through skill progression; so if you have progressed 4 levels since the you last chose to level up you will gain all 4 of those levels the next time you open the skills tab. &lt;br /&gt;
&lt;br /&gt;
When leveling up, you are able to make two permanent character changes:&lt;br /&gt;
* One [[Skyrim:Attributes|attribute]] ([[Skyrim:Health|Health]], [[Skyrim:Magicka|Magicka]], [[Skyrim:Stamina|Stamina]]) can be increased by 10 points.  This choice is prompted for upon going to the perk and skill screen and leveling; if you gained 4 levels you will be prompted to make 4 choices in succession.  &lt;br /&gt;
* One [[Skyrim:Skills#Perks|skill perk]] can be unlocked. Skill Perks do NOT need to be used when leveling and may be saved for a later time.  This allows you to either utilize perk choices for immediate benefit in skills for which you meet the minimum or to chose to upgrade other paths once those requirements are met.  &lt;br /&gt;
&lt;br /&gt;
It should be emphasized that these choices are permanent barring modification of the game, additional content, or use of the developer console on the PC version of the game.  Once they are selected they are set - the option to confirm or cancel is presented when the choice is made and not when exiting the screen.  Since skill gain contributes to the earning of perks as general choices, it is possible to utilize gain in unrelated skills to progress through other perk paths should that be desirable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Navigating Skills / Adding a Perk (PC only)=====&lt;br /&gt;
Enter the skill screen by pressing Tab and selecting &amp;quot;Skills&amp;quot; (2x Up-Arrow or W-key), or alternately by hitting the ?/-key. Once on the screen, you can navigate through skills either by using the movement keys (A, D, W, S) or clicking with your mouse.&lt;br /&gt;
&lt;br /&gt;
Make sure the skill to which you would like to add a perk is centered on the screen and the constellation is visible. This brings up the perk tree for that skill. Navigate to the perk you wish to add. To add the perk, click directly on the star below the text. This will bring up a popup screen that you can answer with &amp;quot;Yes&amp;quot; (Enter) to add the perk or &amp;quot;No&amp;quot; (Tab) to cancel.&lt;br /&gt;
&lt;br /&gt;
==Maximum Level==&lt;br /&gt;
At higher levels, leveling up happens much more slowly, however there is no discrete change upon reaching level 50.  Level increases in Skyrim follow a formula (detailed above in the Gaining Levels section).  The maximum level is level 81 and is reached by increasing all skills to 100. With every skill mastered, the level progress meter will rest a little over halfway to '82', meaning it is not necessary to master every skill to achieve Level 81. &lt;br /&gt;
&lt;br /&gt;
One implication of the leveling system is that although it is possible to create a character with 100 in all skills, it is not possible for one character to unlock all skill perks, unless a console command is used (player.addperk). In such a case, one may unlock every perk available, even at level 1. There are 251 total skill perks (including multi-point perks), but only around 80 of them can be unlocked by any given character.&lt;br /&gt;
&lt;br /&gt;
==Effects of Leveling==&lt;br /&gt;
Various aspects of the game are leveled.  This means that as your character increases in level, some enemies become more challenging but also the quality of the items you find becomes better.  However, the leveling system in Skyrim has been altered from that used in [[Oblivion:Oblivion|Oblivion]], in response to criticisms of Oblivion's leveling system.&lt;br /&gt;
&lt;br /&gt;
Different locations in Skyrim have different inherent difficulties.  In other words, some dungeons are designed to be too difficult for low-level characters to enter.  More challenging dungeons are generally located at higher elevations, meaning that early in the game players may want to avoid mountainous regions.  However, more difficult dungeons contain better rewards.  In addition, some high-quality items can be randomly found even early in the game.&lt;br /&gt;
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The level of a given dungeon is fixed the first time you enter it.  Therefore, places that you enter early in the game will always contain relatively weak enemies, even if you return to the same dungeon at the end of the game.&lt;br /&gt;
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In addition, all levelled enemies are generated more like levelled creatures in Oblivion. For example, Bandit NPCs are always a fixed level for their name (Bandits are level 1, Bandit Thugs are level 9, Bandit Highywaymen are level 14, etc). The player's level affects the range of possible bandit types generated within a bandit dungeon, and probably the frequency, but does not seem to affect the resulting stats except in a few rare cases. Lower variant bandits remain reasonably common even when more dangerous bandits are available. &lt;br /&gt;
&lt;br /&gt;
Enemy types also seem to reach a plateau where they stop getting stronger. The strongest bandits (non-boss) are mid-20s. The strongest generic vampire is 54, and guards seem to stop scaling at 50. This implies that the difficulty of many areas will not increase beyond certain levels, except perhaps in frequency of difficult encounters.&lt;br /&gt;
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==Leveling Exploits==&lt;br /&gt;
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===Trainer Pickpocketing===&lt;br /&gt;
&lt;br /&gt;
Train using a [[Skyrim:Trainers|skill trainer]] and then pickpocket your gold back.&lt;br /&gt;
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However, without any pickpocket perks, this only works up to skill level 30 or so. The highest you can go with this &amp;quot;exploit&amp;quot; is level 76. Even with a full complement of pickpocketing perks (Light Fingers 5/5: +100% chance to pp, Night Thief: +25% chance to pp if NPC is asleep, Cut Purse: +50% chance to steal gold), 100 pickpocket, and Thieves Guild armor (+15% pp), and the NPC sleeping, it is usually impossible (0% chance) to pickpocket back the nearly 4k in gold it costs to train skill level 77. You can attempt to use the Unrelenting Force shout to knock down the trainer, and then pickpocket them while they are getting back up (even though the menu still displays 0% chance.) However you should quicksave first as sometimes (though not often) this causes NPCs to attack you.&lt;br /&gt;
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On the other hand you can put a Paralysis Poison to the NPC's inventory and then steal gold, and it won't attack you.&lt;br /&gt;
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Also, only 5 skill points may be trained at a trainer per level across all skills. At higher levels, 5 skill increases may not even get you 1/4 of the way through a level. The remaining 10 or 15 skill increases you need to level must still be earned normally. Thus, the spending of 7 perk points in pickpocketing has a fairly shallow return when compared to doing a dungeon crawl or two (at higher levels) for the 25k+ gold you need for 5 training points. Dungeons respawn, but those 7 perk points are forever wasted unless you will otherwise use pickpocket.&lt;br /&gt;
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===Trainer Followers===&lt;br /&gt;
&lt;br /&gt;
There are several [[Skyrim:Trainers|trainers]] who are also [[Skyrim:Followers#Permanent_Followers|permanent followers]]. In this case, you can have them follow you, ask them to train, and then ask them to trade and take your gold back.&lt;br /&gt;
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Notably, there are 5 trainers (4 expert: {{SR|Archery}}, {{SR|Block}}, {{SR|One-handed}}, {{SR|Two-handed}}, 1 master: {{SR|Heavy Armor}}) in the Companions HQ (Jorrvaskr) in Whiterun who will all be your followers after you complete the companion quest line, some of them even earlier. {{SR|Faendal}} in {{SR|Riverwood}} will also be your follower if you complete [[Skyrim:A_Lovely_Letter|his quest]] in his favor, and he is a common {{SR|Archery}} trainer.&lt;br /&gt;
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===Oghma Infinium===&lt;br /&gt;
&lt;br /&gt;
Once you have obtained the {{SR|Oghma Infinium}} '''and have not already used it to gain knowledge''' (because it normally disappears when you do so), follow these steps to easily gain levels in the 18 {{SR|Skills}}:&lt;br /&gt;
&lt;br /&gt;
# Activate an empty book shelf to access the book shelf menu.&lt;br /&gt;
# Find the Oghma Infinium in your inventory, and open it.&lt;br /&gt;
# Choose any path (''The Path of Might'' to level {{SR|Combat}} skills, ''The Path of Shadow'' to level {{SR|Stealth}} skills, or ''The Path of Magic'' to level {{SR|Magic}} skills).&lt;br /&gt;
# Store the Oghma Infinium on the bookshelf.&lt;br /&gt;
# Leave the book shelf menu.&lt;br /&gt;
# Activate the Oghma Infinium on the book shelf.&lt;br /&gt;
# Select ''(Do Not Read)''.&lt;br /&gt;
# Take the book off the shelf&lt;br /&gt;
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Repeat the above until you are satisfied with the amount of levels you have gained.&amp;lt;ref&amp;gt;http://www.youtube.com/watch?v=9Y8NR6nDxjk&amp;amp;t=350s&amp;lt;/ref&amp;gt;&lt;br /&gt;
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Alternate method:&lt;br /&gt;
&lt;br /&gt;
Find an open chest that is not claimed. Cupboards and even pots will work.&lt;br /&gt;
Open the container&lt;br /&gt;
Find the book in your inventory and read it, choosing a path.&lt;br /&gt;
Close the book and store it.&lt;br /&gt;
Close the container, then open it immediately.&lt;br /&gt;
Take the Oghma Infinium back out.&lt;br /&gt;
Repeat.&lt;br /&gt;
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*This have been fixed in the patch 1.3.5.0 (PS3, checking)&lt;br /&gt;
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===Easy Conjuring===&lt;br /&gt;
Casting Soul Trap on your own horse will count towards leveling up Conjuration, and the horse will not react at all.&lt;br /&gt;
===Easy one handed and two handed=== &lt;br /&gt;
fight a frost troll with a one handed weapon or two and just wait till they heal up again.&lt;br /&gt;
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===Easy block leveling and armor leveling===&lt;br /&gt;
have a shield in one hand and fast healing in the other and find a decent enemy to beat your shield and or armor while healing.&lt;br /&gt;
also helps your restoration skill&lt;br /&gt;
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===Alteration===&lt;br /&gt;
use telekinesis and find an object to telekinesis on helps level up alteration fast.&lt;br /&gt;
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===Smithing===&lt;br /&gt;
Create Iron Daggers multiple times. All you need are Iron Ingots and Leather Strips. Moves Smithing level up quite quickly if Daggers are made in large quantities.&lt;br /&gt;
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===Illusion===&lt;br /&gt;
Casting muffle on yourself repeatdly will level up your illusion even if there are no enemies around.&lt;br /&gt;
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Cast Courage with both hands on the chickens in Riverwood (or anyone, really), the advantage to this is the chickens rarely move, and Courage is a low cost spell but will level you up extremely fast when used with the mage stone. The guards and people in the town will not attack you.&lt;br /&gt;
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==Achievements==&lt;br /&gt;
[[Skyrim:Achievements|Achievements]] related to leveling are:&lt;br /&gt;
* [[File:SR-achievement-Apprentice.jpg|30px]] '''Apprentice''' -- Reach Level 5&lt;br /&gt;
* [[File:SR-achievement-Adept.jpg|30px]] '''Adept''' -- Reach Level 10&lt;br /&gt;
* [[File:SR-achievement-Expert.jpg|30px]] '''Expert''' -- Reach Level 25&lt;br /&gt;
* [[File:SR-achievement-Master.jpg|30px]] '''Master''' -- Reach Level 50&lt;/div&gt;</summary>
		<author><name>75.47.107.236</name></author>
		
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