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	<id>https://en.uesp.net/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=96.245.177.118</id>
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	<updated>2026-06-10T05:25:57Z</updated>
	<subtitle>User Contributions</subtitle>
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	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Cidhna_Mine&amp;diff=941037</id>
		<title>Skyrim talk:Cidhna Mine</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Cidhna_Mine&amp;diff=941037"/>
		<updated>2012-04-27T04:11:22Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Getting out==&lt;br /&gt;
How do I get out!!! {{uns|68.104.73.155|06:46, 16 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:...You don't.&lt;br /&gt;
&lt;br /&gt;
::If you have mined all the ore using the pick axe as a weapon; you will just have to load from your last save {{uns|77.102.214.28|06:29, 6 January 2012}}&lt;br /&gt;
&lt;br /&gt;
:::If you are there for the quest see [[Skyrim:No One Escapes Cidhna Mine|this page]], or if you are here because you committed a crime, pick up a pickaxe and activate a ore vein. ([[user:Eddie the head|Eddie The Head]] 06:38, 6 January 2012 (UTC))&lt;br /&gt;
&lt;br /&gt;
::::I killed every last person looking for a key to the back room, but couldn't get the guard to die close enough to loot it. I eventually just did my time and the game crashed. [[Special:Contributions/96.245.177.118|96.245.177.118]] 04:11, 27 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Destruction&amp;diff=938789</id>
		<title>Skyrim:Destruction</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Destruction&amp;diff=938789"/>
		<updated>2012-04-24T21:59:49Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: Walls actually have a base damage of 8, their text uses &amp;lt;50&amp;gt; instead of &amp;lt;mag&amp;gt;.&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 specialize 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 specialize in two or more.&lt;br /&gt;
&lt;br /&gt;
=== Elements ===&lt;br /&gt;
&lt;br /&gt;
==== Fire ====&lt;br /&gt;
* Lowest Magicka cost of the three elements.&lt;br /&gt;
* Deals only Health damage.&lt;br /&gt;
* Sets targets on fire--usually does an additional 10% damage over 1 second, but some spells do more.&lt;br /&gt;
* Special perk: Intense Flames. Causes enemies below 20% health to run away.&lt;br /&gt;
&lt;br /&gt;
Many inhabitants of Skyrim are weak against Fire Damage, including [[Skyrim:Troll|Troll]]s as well as all creatures with Snow, Ice, or Frost prefix. In some dungeons there are [[Skyrim:Traps#Oil Slicks/Oil Lanterns|pools of flammable liquid]] which you can ignite with Fire magic, resulting in impressive conflagrations that can wipe out enemies in seconds. The ''Intense Flames'' perk is of limited use - firstly because humanoid enemies will drop down to their knees when their health is below 10% anyway, and secondly because enemies that do not drop down will run away, forcing you to either kill them with your bow, or chase them for a kill. The ''[[Skyrim:Illusion#Aspect_of_Terror|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;
&lt;br /&gt;
==== Frost ====&lt;br /&gt;
* Middle Magicka cost of the three elements. &lt;br /&gt;
* Deals damage to Health and Stamina (typically the same amount).&lt;br /&gt;
* Slows targets by 50% for a few seconds (duration varies).&lt;br /&gt;
* Special perk: Deep Freeze. Causes enemies below 20% health to be paralyzed.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Shock ====&lt;br /&gt;
* Highest Magicka cost of the three elements. &lt;br /&gt;
* Generally shorter range, but projectiles hit instantly.&lt;br /&gt;
* Deals damage to Health and Magicka (typically 50% of the Health damage).&lt;br /&gt;
* Special perk: Disintegrate. Instantly kills enemies below 15% health.&lt;br /&gt;
&lt;br /&gt;
In practice, enemy mages tend to have a lot of Magicka (and not a lot of Health), which combined with the fact that you deal only half of the Health damage as Magicka might mean you will kill them before you manage to stop their spellcasting (unless they get a chance to use a Healing spell), although skilled mages with the proper magicka reserves will gain an edge in long combats with similarly-skilled mages. There are three good reasons to use Shock spells: firstly, while there are few enemies weak to Shock (save Daedra and Dwemer Automatons), only the uncommon Storm Atronach resists it, making it equally useful against practically everything and allowing you to save perks by specializing only in one element. Secondly, unlike Fire and Frost, all Shock spells hit instantly wherever you're aiming them, making mid and long-range combat much easier, even though at a more limited range than fire and frost spells. Finally, Shock gets arguably the best specialization perk - ''Disintegrate'' - which effectively reduces HP of all enemies in the game by 15% (though it may cause some looting problems as of 1.3, so be careful).&lt;br /&gt;
&lt;br /&gt;
=== Spell Types ===&lt;br /&gt;
Within each elemental family, the pattern of spells is consistent:&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Level !! Fire !! Frost !! Shock !! Effect !! Base Damage&lt;br /&gt;
|-&lt;br /&gt;
| Constant damage || Novice || Flames || Frostbite || Sparks || Short range spell that deals damage as long as you concentrate || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| Missile || Apprentice || Firebolt || Ice Spike || Lightning Bolt || Single-target missile || 25&lt;br /&gt;
|-&lt;br /&gt;
| Rune || Apprentice || Fire Rune || Frost Rune || Lightning Rune || Cast on a surface and triggered like a mine || 50&lt;br /&gt;
|-&lt;br /&gt;
| Area Missile || Adept || Fireball || Ice Storm || Chain Lightning || Multiple-target missile || 40&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || Adept || Flame Cloak || Frost Cloak || Lightning Cloak || Harms all enemies in melee range || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| Missile || Expert || Incinerate || Icy Spear || Thunderbolt || Single-target missile || 60&lt;br /&gt;
|-&lt;br /&gt;
| Wall || Expert || Wall of Flames || Wall of Frost || Wall of Storms || Linear obstacle that does damage || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| Storm || Master  || Fire Storm || Blizzard || Lightning Storm || Constant wide area of effect || varies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===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 ''[[Skyrim:Illusion#Aspect_of_Terror|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 ''[[Skyrim:Illusion#Aspect_of_Terror|Aspect of Terror]]'', Flames is the second-most Magicka-efficient spell in the game (after Firebolt), and ''[[Skyrim:Illusion#Aspect_of_Terror|Aspect of Terror]]'' will make it an uncontested first place.&lt;br /&gt;
&lt;br /&gt;
The flame debuff stacking works wonderfully with the shout [[sr:Slow Time|Slow Time]].&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
{{Perk Tree Setup|width=400}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|439|733|Novice Destruction|mark_alt=Novice Destruction: 0 Destruction. Cast Novice level Destruction spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|592|535|Apprentice Destruction|mark_alt=Apprentice Destruction: 25 Destruction. Cast Apprentice level Destruction spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|572|341|Adept Destruction|mark_alt=Adept Destruction: 50 Destruction. Cast Adept level Destruction spells for half magicka.|position=topright}}&lt;br /&gt;
{{Image Mark|623|226|Expert Destruction|mark_alt=Expert Destruction: 75 Destruction. Cast Expert level Destruction spells for half magicka.|position=topright}}&lt;br /&gt;
{{Image Mark|618|74|Master Destruction|mark_alt=Master Destruction: 100 Destruction. Cast Master level Destruction spells for half magicka.|position=left}}&lt;br /&gt;
{{Image Mark|683|422|Rune Master|mark_alt=Rune Master: 40 Destruction. Can place runes five times farther away.|position=topright}}&lt;br /&gt;
{{Image Mark|274|494|Augmented Flames|mark_alt=Augmented Flames (2 ranks): 30/60 Destruction. Fire spells do 25/50% more damage.|position=left}}&lt;br /&gt;
{{Image Mark|253|360|Intense Flames|mark_alt=Intense Flames: 50 Destruction. Fire damage causes targets to flee if their health is low.|position=left}}&lt;br /&gt;
{{Image Mark|390|438|Augmented Frost|mark_alt=Augmented Frost (2 ranks): 30/60 Destruction. Frost spells do 25/50% more damage.|position=left}}&lt;br /&gt;
{{Image Mark|370|274|Deep Freeze|mark_alt=Deep Freeze: 60 Destruction. Frost damage paralyzes targets if their health is low.|position=left}}&lt;br /&gt;
{{Image Mark|480|433|Augmented Shock|mark_alt=Augmented Shock (2 ranks): 30/60 Destruction. Shock spells do 25/50% more damage.|position=bottomright}}&lt;br /&gt;
{{Image Mark|476|232|Disintegrate|mark_alt=Disintegrate: 70 Destruction. Shock damage disintegrates targets if their health is low.|position=topleft}}&lt;br /&gt;
{{Image Mark|678|654|Destruction Dual Casting|mark_alt=Destruction Dual Casting: 20 Destruction. Dual casting a Destruction spell overcharges the effects into an even more powerful version.|position=right}}&lt;br /&gt;
{{Image Mark|733|530|Impact|mark_alt=Impact: 40 Destruction. Most destruction spells will stagger an opponent when dual cast.|position=right}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Novice Destruction}}''&lt;br /&gt;
| Cast Novice level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000f2ca8}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Apprentice Destruction}}''&lt;br /&gt;
| Cast Apprentice level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44bf}}&lt;br /&gt;
| 25 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Adept Destruction}}''&lt;br /&gt;
| Cast Adept level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44c0}}&lt;br /&gt;
| 50 Destruction&lt;br /&gt;
| Apprentice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Expert Destruction}}''&lt;br /&gt;
| Cast Expert level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44c1}}&lt;br /&gt;
| 75 Destruction&lt;br /&gt;
| Adept Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Master Destruction}}''&lt;br /&gt;
| Cast Master level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44c2}}&lt;br /&gt;
| 100 Destruction&lt;br /&gt;
| Expert Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Rune Master}}''&lt;br /&gt;
| Can place runes five times farther away.&lt;br /&gt;
| {{ID|00105f32}}&lt;br /&gt;
| 40 Destruction&lt;br /&gt;
| Apprentice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Augmented Flames}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Fire spells do 25% more damage.&lt;br /&gt;
| {{ID|000581e7}}&lt;br /&gt;
| 30 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Fire spells do 50% more damage.&lt;br /&gt;
| {{ID|0010fcf8}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Destruction&lt;br /&gt;
| Augmented Flames Level 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Intense Flames}}''&lt;br /&gt;
| Fire damage causes targets to flee if their health is low (under 20%).&lt;br /&gt;
| {{ID|000f392e}}&lt;br /&gt;
| 50 Destruction&lt;br /&gt;
| Augmented Flames&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Augmented Frost}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Frost spells do 25% more damage.&lt;br /&gt;
| {{ID|000581ea}}&lt;br /&gt;
| 30 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Frost spells do 50% more damage.&lt;br /&gt;
| {{ID|0010fcf9}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deep Freeze}}''&lt;br /&gt;
| Frost damage paralyzes targets if their health is low (under 20%).&lt;br /&gt;
| {{ID|000f3933}}&lt;br /&gt;
| 60 Destruction&lt;br /&gt;
| Augmented Frost&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Augmented Shock}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Shock spells do 25% more damage.&lt;br /&gt;
| {{ID|00058200}}&lt;br /&gt;
| 30 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shock spells do 50% more damage.&lt;br /&gt;
| {{ID|0010fcfa}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Disintegrate}}''&lt;br /&gt;
| Shock spells disintegrate targets if their health is low (under 15%).&lt;br /&gt;
| {{ID|000f3f0e}}&lt;br /&gt;
| 70 Destruction&lt;br /&gt;
| Augmented Shock&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Destruction Dual Casting}}''&lt;br /&gt;
| Dual casting a Destruction spell overcharges the effects into an even more powerful version.&lt;br /&gt;
| {{ID|000153cf}}&lt;br /&gt;
| 20 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Impact}}''&lt;br /&gt;
| Most destruction spells will stagger an opponent when dual cast.&lt;br /&gt;
| {{ID|000153d2}}&lt;br /&gt;
| 40 Destruction&lt;br /&gt;
| Destruction Dual Casting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Skyrim:Destruction Spells}}&lt;br /&gt;
===Spell List Notes===&lt;br /&gt;
{{Skyrim:Spell List Notes|noheader=1}}&lt;br /&gt;
===Magical Effects===&lt;br /&gt;
The following individual effects are all considered to be part of the school of Destruction (see the individual effect pages for full details on availability; the [[Skyrim:Magical Effects#Destruction|Magical Effects]] article also provides a summary):&lt;br /&gt;
* [[Image:O-Fire_small.png|Fire Damage]] [[Skyrim:Fire Damage|Fire Damage]]&lt;br /&gt;
* [[Image:O-Frost_small.png|Frost Damage]] [[Skyrim:Frost Damage|Frost Damage]]&lt;br /&gt;
* [[Image:O-Shock_small.png|Shock Damage]] [[Skyrim:Shock Damage|Shock Damage]]&lt;br /&gt;
&lt;br /&gt;
== Skill Usage==&lt;br /&gt;
Be aware that your Destruction skill level only decreases the casting cost and does not increase the spell damage. To keep using Destruction magic against tougher opponents you will need to either learn stronger spells, pick the damage increasing perks, or (preferably) both. Higher level spells are also required to level up the skill quicker, as the amount of skill progress is higher for higher level spells.&lt;br /&gt;
&lt;br /&gt;
Shock is faster than the other elements, so you do not have to lead as much when targeting moving opponents.&lt;br /&gt;
&lt;br /&gt;
Note that Rune spells can only be placed close to the caster, and that the continuous fire novice spells [[Skyrim:Flames|Flames]], [[Skyrim:Sparks|Sparks]], and [[Skyrim:Frostbite|Frostbite]] have a very limited range. However, the former can be improved with the [[Skyrim:Rune Master|Rune Master]] perk.&lt;br /&gt;
&lt;br /&gt;
It is best to use Rune spells in close-quarters or tight entrances, and is especially useful for those that mix Stealth and Magic.&lt;br /&gt;
&lt;br /&gt;
Use the Cloak spells for battle, as any opponent that you are not focusing on will still get hurt.&lt;br /&gt;
&lt;br /&gt;
Note that the ''Dual Casting'' perk is Magicka inefficient as it means only 10% damage increase for 40% higher Magicka cost. Unless you have a lot of Magicka or a lot of casting cost reducing gear, it is more efficient to cast two normal spells with both hands (you can still cast two single-cast spells after acquiring the perk by activating one hand then the other in rapid succession, rather than activating both hands simultaneously for the dual-cast version). However, dual-casting has two advantages that, situation depending, may outweigh the additional cost: the DPS of dual-casting is higher, and the ''Impact'' perk provides a guaranteed stagger dependent on the spell. The stagger effect has no effect if the target is already staggering, thus a good balance between efficient damage and shutdown of the target is to alternate a dual-cast with two quick double casts. ''Impact'' does not work with any constant 'stream' spell (Flames, Frostbite), the Novice spells, the Wall-type Expert spells or any Master spell: none of these will benefit from the ''Impact'' stagger effect.&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
===Character Creation===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Destruction:&lt;br /&gt;
* +10 bonus: [[Skyrim:Dunmer|Dunmer]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Altmer|Altmer]], [[Skyrim:Imperial|Imperial]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]] in [[Skyrim:Windhelm|Windhelm]] (Common)&lt;br /&gt;
* [[Skyrim:Sybille Stentor|Sybille Stentor]] in [[Skyrim:Solitude|Solitude]] (Expert)&lt;br /&gt;
* [[Skyrim:Faralda|Faralda]] in the [[Skyrim:College of Winterhold (place)|College of Winterhold]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:The Art of War Magic|The Art of War Magic]]''&lt;br /&gt;
* ''[[Skyrim:Horror of Castle Xyr|Horror of Castle Xyr]]''&lt;br /&gt;
* ''[[Skyrim:A Hypothetical Treachery|A Hypothetical Treachery]]''&lt;br /&gt;
* ''[[Skyrim:Mystery of Talara, v3|Mystery of Talara, v3]]''&lt;br /&gt;
* ''[[Skyrim:Response to Bero's Speech|Response to Bero's Speech]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Destruction reward (and other magic skills) from [[Skyrim:Pantea_Ateia|Pantea Ateia]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Pantea's_Flute|Pantea's Flute]].&lt;br /&gt;
* +5 to Destruction (and other Magic skills)  by selecting &amp;quot;The Path of Magic&amp;quot; when reading the [[Skyrim:Oghma Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* Casting higher level spells gives generally faster skill increases (Novice&amp;lt;Apprentice&amp;lt;Adept&amp;lt;Expert&amp;lt;Master).&lt;br /&gt;
* [[Skyrim:Regenerate Magicka|Regenerate Magicka]] effects help reduce downtimes while training. &lt;br /&gt;
* It is possible to reduce or even completely eliminate the magicka cost of spells by stacking [[Skyrim:Fortify Destruction|Fortify Destruction]] enchanting effects, which is very helpful.&lt;br /&gt;
* Good 'dummies' for training include [[Skyrim:Shadowmere|Shadowmere]], [[Skyrim:Hadvar|Hadvar]]/[[Skyrim:Ralof|Ralof]] during [[Skyrim:Unbound|Unbound]], [[SR:Derkeethus|Derkeethus]], [[Skyrim:Esbern|Esbern]] before [[Skyrim:A_Cornered_Rat|A Cornered Rat]] (use Sparks or Ice Storm to hit him through the door, or place runes right next to where he's standing, and  then activate the door when his health gets too low to reset him and any bounties you might acquire), [[Skyrim:Paarthurnax_(dragon)|Paarthurnax]] (before starting [[Skyrim:Paarthurnax|his quest]]) and [[Skyrim:M'aiq_the_Liar|M'aiq the Liar]], conjured creatures, and torture victims.&lt;br /&gt;
* Playing on Novice difficulty causes leveling to occur significantly faster than on other difficulties.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*When you bash an opponent with your torch, it will count towards the Destruction Skill: the fire damage from the Torch is registered as magical fire damage like that of a spell, similar to how Dragon Shouts can be blocked by Ward Spells, because they are considered magical attacks.&lt;br /&gt;
*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, 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. Furthermore, since Wall of Flames does not wake enclosed draugr, it can be applied around or in front of a sarcophagus before awakening the draugr within, resulting in nearly instant kills as they emerge.&lt;br /&gt;
*Ice Storm can travel through walls or other obstructions.&lt;br /&gt;
*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 you from the rear).&lt;br /&gt;
*With a high enough level of destruction, passing guards may say &amp;quot;Destruction magick's fine; just don't go burning down any buildings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Many effects are not correctly affected by the Augmented Fire, Augmented Frost, and Augmented Shock perks.  These perks rely upon the &amp;lt;code&amp;gt;MagicDamageFire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MagicDamageFrost&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;MagicDamageShock&amp;lt;/code&amp;gt; keywords to identify which magic effects should be enhanced by the perks, however many spell effects are missing those keywords, whereas other effects incorrectly have them.  Specifically:&lt;br /&gt;
** All Rune and Cloak spells are unaffected by Augmented Flame/Frost/Lightning perks.&lt;br /&gt;
** All [[Skyrim:Damage Stamina|Damage Stamina]] enchantments are affected by the Augmented Fire perk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Destruction&amp;diff=937460</id>
		<title>Skyrim talk:Destruction</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Destruction&amp;diff=937460"/>
		<updated>2012-04-24T01:20:51Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive Table&lt;br /&gt;
&lt;br /&gt;
|Skyrim_Talk:Destruction/Archive 1|Archive 1|Nov. 2011 - Jan. 2012&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Scaling part tres ==&lt;br /&gt;
&lt;br /&gt;
I'll put it simply.&lt;br /&gt;
* 24(Legendary Daedric Sword) * 1.5(100 one-handed) * 2.0(5/5 Armsman) * 1(attacks/second) = 72 DPS.&lt;br /&gt;
* {[28 (Legendary Daedric Bow) + 24 (Daedric Arrow)] * 1.5(100 Archery) * 2.0(5/5 Marksman)} / 1.86 (0.86 draw time + 1 nock and recoil) = 89.1 DPS.&lt;br /&gt;
* 60 (Incinerate) * 1.5 (Augmented Flames) * 1 (cast time) = 90 DPS. With one hand. 180 with two.&lt;br /&gt;
&lt;br /&gt;
Yes, you can triple the damage of melee/bow with Enchanting. But that doesn't make Destruction underpowered any more than it makes melee/archery overpowered. All it does is prove that Enchanting as a skill is broken and in dire need of a severe nerf, because as seen above, without it all combat skills are fairly even. [[Special:Contributions/178.183.238.122|178.183.238.122]] 14:23, 2 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Still missing some from the total equation&lt;br /&gt;
Critcals do count&lt;br /&gt;
The notmal attack combo is Power Attack -&amp;gt; Normal attack, because it does not interfere with attack speed, and it causes a stagger.&lt;br /&gt;
So DPS on the sword is more like 108 (144 power attack + 72 normal attack combo)further modified by crits: 20% chance to do 50% damage (10% average DPS) &lt;br /&gt;
Or on average 119 DPS, but as high as 216 if the crit goes off on the 1st power attack. {{unsigned|99.253.157.198|20 March 2012}}&lt;br /&gt;
&lt;br /&gt;
:I think the discussion of destruction scaling well is also not talking about intelligent use of destruction magic. If you keep an active cloak and lay wall spells you add [without any other augmentations] 80dps&lt;br /&gt;
to your total output. Given the impact perk, the speed of casting as opposed to shooting an arrow, and the ability to attack at range, destruction magic has not been underpowered in my experience (I'm lvl 39 and play a mage on expert) {{uns2|20:42, 3 January 2012|69.117.15.82}}&lt;br /&gt;
&lt;br /&gt;
::This whole argument has been muddled. It was never a question of viable/inviable, the fact is that melee/ranged '''damage''' scale better than spell '''damage'''.  Why has been addressed many times but just to be clear, melee/ranged damage is affected directly by three buffing skills, Smithing, Enchanting, Alchemy.  Not only that, but all three affect each other indirectly, as has been stated many times, making a virtual s**tstorm of math.   Spells are only affected by one directly, Alchemy.  And only one indirectly, Enchanting.  &lt;br /&gt;
::If you put those numbers up there down here with the buffs its obvious that spell damage cannot be increased as much as melee/range.  '''Scaling''' is how effective something is as difficulty increases, in Skyrim, as you continue to level up.  Because spell damage, aka Destruction spells, cannot be increased as much as melee/ranged, it obviously does not '''scale''' as well in the later levels as melee/ranged.  This is a simple mathematical truth and I'm not sure why this whole &amp;quot;debate&amp;quot; ever even started.    &lt;br /&gt;
::The problem is that while melee/ranged basically cap at infinity making it possible to one-shot things at level 81 on Master mode, spell damage caps much earlier and in the '''higher levels''', or 50+, it can take a very good while if you are relying on spells for the majority of your damage.  This should be mentioned in the article and not ignored. &lt;br /&gt;
::For the record, I believe that the article states the issue adequately enough as it is now. [[User:Rookwood|Rookwood]] 03:40, 8 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::In Skyrim difficulty stops scaling at around level 50(that's just where tables end). So argument that Destruction doesn't scale up to 81 is moot. The question is: are melee, archery and Destruction equal at level 50? The answer is: yes, see calculations above. Only if you include support skills does the balance break down. Actually, even including Smithing is more or less fine, and Alchemy relies on limited resources for balance so it is arguably also fine(if you're going to haul a lot of Fortify One-Handed Potions, you might as well haul a lot of Potions of Ultimate Magicka). It is only Enchanting that is the real problem since it's not only extremely effective, it doesn't cost the player any resource whatsoever. [[Special:Contributions/178.183.241.136|178.183.241.136]] 21:32, 12 January 2012 (UTC)&lt;br /&gt;
::::Enchanting alone is not a problem, Alchemy alone is not a problem, Smithing alone is also not a problem. It's their combination that makes Archery and Meelee overpower. Don't blame Enchanting to be a broken skill or problem here. It would be better if there's caps of how much % better you can do with all skills.[[Special:Contributions/117.5.243.113|117.5.243.113]] 05:44, 12 February 2012 (UTC)&lt;br /&gt;
:::::Remember most enemies are armored, but have no magic resist and usually have weakness to at one elemental type. Throw in stun lock I don't see what the problem is.[[Special:Contributions/50.99.131.84|50.99.131.84]] 03:34, 28 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'd like to point out, that with 100% fortify destruction Lightning Storm can be cast continiously, and that means 75+50% damage / sec {{unsigned|178.48.182.194|4 April 2012}}&lt;br /&gt;
&lt;br /&gt;
== Scaling - Mod to Remedy Issue ==&lt;br /&gt;
&lt;br /&gt;
So, someone released a mod out there to remedy the fact that warriors and sneaky types can pretty much outclass a mage. Check it out: [http://www.skyrimnexus.com/downloads/file.php?id=2275 http://www.skyrimnexus.com/downloads/file.php?id=2275] --[[User:Cdevine|Cdevine]] 23:04, 3 January 2012 (UTC)&lt;br /&gt;
:I like that a lot.  It addresses the fundamental issues in a responsible way instead of just making Destruction do 10x damage across the board or something equally inane.  Best of all it doesn't presume to nerf anything else.  Good find. {{uns2|01:38, 6 January 2012|206.76.160.254}}&lt;br /&gt;
::Uh, &amp;quot;making Destruction do 10x damage across the board&amp;quot; is ''exactly'' what this mod does. The author seems to ignore the simple fact that base damage value of spells is much higher than base damage of weapons - that's why the spells only get 50% increase in damage from skill/perks while weapons get 300%. Basically, instead of fixing the melee/archery which does insane DPS, the mod makes Destruction do insane DPS to make them &amp;quot;equal&amp;quot;. I don't think this is how balance works. [[Special:Contributions/178.183.241.136|178.183.241.136]] 21:22, 12 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::And how, pray tell, is it possible to do otherwise? It is either this or ruin your carefully crafted smithing/enchanting/other enhanced melee character by &amp;quot;downscaling&amp;quot; the other trees. No, this mod is the way to go. At the very least Bethesda should have made destruction damage scale with the skill level. Easily done and gives a good balance. Not to mention that the combination reduce cost/faster magicka regen is basically useless: you have magicka potions.&lt;br /&gt;
:::Consider alteration, too: the armor spells don't scale with level. They just _should_. {{uns2|18:27, 12 February 2012|90.63.97.17}}&lt;br /&gt;
&lt;br /&gt;
== Walls/master level spells are unbalanced? ==&lt;br /&gt;
&lt;br /&gt;
I can't help but notice that walls are pathetically bad. I play on master and they do piss-weak amounts of damage to pretty much anything except skeevers and mudcrabs. I can't even see the health bar move against ancient dragons after I have lit several fires underneath them. I was really looking forward to playing with these spells, is there a mod to make them viable? {{uns2|13:42, 4 January 2012|58.111.134.245}}&lt;br /&gt;
:As far as I know, no. But you can mod the damage output of those walls from 8 to 50 as it described very easily using Skyedit, which you can find on this site.[[Special:Contributions/117.5.240.25|117.5.240.25]] 03:15, 5 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It doesn't seem as though you are using the spell correctly.  The damage comes from casting the spell on the ground where it will leave a burning, freezing, or sparking spot that does 50 damage a second.  You don't use it like flames, frostbite, or sparks by aiming it at a target. I play on master as well and I find it does fairly decent damage.  &lt;br /&gt;
::Also, wall spells don't seem to benefit from the destruction perks. This makes it a spell that is actually more useful for non-destruction mages such as summoners, illusionists and alteration mages who don't put points in destruction.  It has a relatively cheap magicka cost/damage ratio if the target stands in the wall for the duration.  This is easy to do by casting a wall spell underneath an enemy engaged in melee with your summons, or placing walls underneath frenzied enemies fighting each other, and even easier to paralyze a target and lay wall spells beneath them.   Wall spells do 50 damage a second, lasts several seconds and has a base cost of 118 magicka a ''second'', fully perked incinerate with aspect of terror does 100 damage.  Now if you are a destruction mage, incinerate is obviously much better, but you have to spend some perks and use magicka reduction gear.  The wall spells on the otherhand, require no perks and frugally putting a single fire wall spot on the ground barely costs anything for two or three hundred damage. --[[User:Berserkenstein|Berserkenstein]] 03:31, 28 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::After experimenting with several wall spell combos, it seems like the biggest thing to keep in mind is this:  all the ice/fire/shock you lay down in a single burst counts as the same wall.  If you paralyze a dude, then fire a continuous spray of wall down at/under him, he's gonna take a *little* bit of damage from the spray itself (per flames/frostbite/sparks) and then a *little* bit of damage from the SINGLE wall he's now been introduced to.  If you stutter cast, however, the game reads as if he's under the influence of several walls at the same time (even though they're all in the same spot) and you'll get a lot more bang for your buck.  &lt;br /&gt;
:::Also note the actual mechanics behind damage iterations.  Walls pump their damage into the game like heartbeats.  The frost wall's kinda like a mammoth (slow beats for bigger damage) while the shock wall's more like a hummingbird (constant miniscule ticks).  I've seen complaints that the wall's damage is inconsistent.  This is because the enemy has actually passed through the effect &amp;quot;between beats&amp;quot; and missed the damage.  Shock's more reliable because of quicker output, but won't really matter in the split second it takes joe orc to clear your spray.&lt;br /&gt;
:::Conclusion:  best effect so far achieved by using shield charge to knock my opponent down, then hitting them with constant short zaps from &amp;quot;Wall of Storms&amp;quot;.  Rinse, repeat.[[Special:Contributions/137.237.209.60|137.237.209.60]] 18:31, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I've checked with the CK, Wall spells deal 8pts and leave hazard on impact. Fire hazard does 20pts/s for 2 seconds, Frost and Shock hazard does 20pts for 1 second, which means the total damage of the spells are 28pts/s. So after all, they still do not do as much damage as they state (50pts/s).[[Special:Contributions/117.5.241.235|117.5.241.235]] 07:13, 29 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Destruction perks and enchented items ==&lt;br /&gt;
&lt;br /&gt;
Do the destruction perks(like disentegrate) apply to enchanted items as well? Or is it just limited to spells only? {{uns2|03:24, 6 January 2012|74.162.151.174}}&lt;br /&gt;
:Spells only [[Special:Contributions/93.142.242.151|93.142.242.151]] 23:39, 13 January 2012 (UTC) Stef&lt;br /&gt;
&lt;br /&gt;
== Tunderbolt over Lightning Storm ==&lt;br /&gt;
&lt;br /&gt;
As stated before, Lightning Storm('''LS''') spell is useles. Using ''Augmented Shock 2/2'' it deals 112 every second, compared to Tunderbolt('''Tb''') dealing 198 (dualcast) every cca 0.8 seconds (it goes to 247 DPS). Also, '''LS''' has casting time, it locks you to place when casting and it can be interrupted. '''Tb''' on the other hand can be easily controlled and it staggers (using ''Impact''). Only downside to '''Tb''' is its manacost, but that can be negated using correct equipment. Solution would be: Increasing '''LS''' damage drasticly and/or removing casting time and/or removing &amp;quot;lockdown&amp;quot;. Also, '''Tb''' casting time can be even lower (close to '''0.75''' sec), &amp;quot;chargeup&amp;quot; time less than 545ms and &amp;quot;cooldown&amp;quot; less than 220 ms. Cheers [[Special:Contributions/93.142.215.205|93.142.215.205]] 13:29, 12 January 2012 (UTC) Stef&lt;br /&gt;
:Lightning Storm actually has a use versus dragons.  It has the highest range of any spell and can easily be used to kill dragons while in the air at great distances.--[[User:Berserkenstein|Berserkenstein]] 03:36, 28 January 2012 (UTC)&lt;br /&gt;
::Lightningstorm can be useful to hit dragon while they're in mid air but as they land, it it's not worth that much cause it can hardly interrupt dragon's attack=&amp;gt; You are locked target for Dragon breath and bite. I can state another disadvantage of LS, whenever it hit, it create a large, very bright explosion of white spark which prevent me from locating my target.[[Special:Contributions/117.5.243.113|117.5.243.113]] 05:34, 12 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dual Cast Cloak Spells? ==&lt;br /&gt;
&lt;br /&gt;
Ive been looking all over but cant seem to find a straight answer on this, and I can only play on 360 so I couldnt really check for myself even if I knew how, which I dont. What benefit, if any, do I get from dual casting a cloak spell? I see that it uses twice as much magicka, but I see no difference in the Active Effects. It always just says 8 dps for 62 seconds, no matter if I dual cast or single cast. I read somewhere that it possibly extends the range, but the person was just guessing, then I read somewhere else that it does more damage but doesnt show in the active effects, and in another place I read that it doesnt give you any benefit at all. If possible could someone playing on pc determine what it does for certain?  [[Special:Contributions/71.181.56.53|71.181.56.53]] 20:17, 20 January 2012 (UTC)&lt;br /&gt;
:The animation for dual casting is also different than the single cast {{uns2|11:44, 22 January 2012|98.238.243.104}}&lt;br /&gt;
:: Try normal cast and time the death of an enemy on a stopwatch. Then dualcast and time it again - if dualcasting works properly (+220% damage) then the time should be roughly half for killing with dualcast. Let us know the results. --[[Special:Contributions/147.251.215.82|147.251.215.82]] 16:32, 4 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Disintegrate links in table ==&lt;br /&gt;
&lt;br /&gt;
Most of the Shock spells have the following line in their Description and Effect Details column:&lt;br /&gt;
*[[Skyrim:Disintegrate|Disintegrate]], 200 pts for 1 sec; if the [[Skyrim:Disintegrate|Disintegrate]] perk has been unlocked&lt;br /&gt;
It seems that the first link should target a page describing the Disintegrate spell effect, and the second should target the Disintegrate perk. I do not know if a page exists describing the Disintegrate effect as there are for other effects (such as [[Skyrim:Fear|Fear]], [[Skyrim:Paralyze|Paralyze]], [[Skyrim:Shock Damage|Shock Damage]], etc.), but it seems like one should exist and the former link in each entry point to it. [[Special:Contributions/98.228.90.26|98.228.90.26]] 16:52, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also Lightning Bolt and Chain Lightning only say &amp;quot;[[Skyrim:Disintegrate|Disintegrate]], 200 pts for 1 sec&amp;quot; with no mention as to whether the Disintegrate perk is required for this effect; Lightning Storm specifically says the perk is not required, all other spells say it is required, but these two are ambiguous. [[Special:Contributions/98.228.90.26|98.228.90.26]] 16:55, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Only one Rune? ==&lt;br /&gt;
&lt;br /&gt;
So, you can cast only one Fire/Frost/Lighting Rune at time and able to cast the second only after the first one explodes? I really begin to think that Beth's designers are destruction haters. What's the sense now in the Rune spell? Dual cast one as a support before beginning of a fight? Because during the fight it does makes sense to cast something more damaging or useful (like stagger AOE firebolls or Incinerate). I really thought that I can make several runes before the fight and then kite enemies to it. It was looking nice and role-playing. No, you couldn't play the game this way.--[[Special:Contributions/31.128.147.224|31.128.147.224]] 13:35, 3 February 2012 (UTC)&lt;br /&gt;
:I personally find it OK. Since your magicka regeneration is slower in combat, by allowing you to cast more than one rune, you can just set a bunch of runes before entering battle and lead your enemies to all the runes which effectively make the fight extremely easy. You don't even need to worry about running out of magicka since you are not in combat, you can just safely wait for your pool to recharge to place another rune. And that's how you don't even need to lift a finger to kill a level 40 Master Vampire while you're level 10 because he's running through, say, 20 Fire Rune. No, I don't think you can play the game that way.[[Special:Contributions/117.5.243.113|117.5.243.113]] 05:01, 12 February 2012 (UTC)&lt;br /&gt;
::I personally think the original poster is right. Runes deal a pathetic amount of damage once you are level 20+ to the point that they are useless. I used them at first then stopped using them altogether. You should be able to have a maximum of runes greater than 1. 5 would be a good compromise.{{unsigned|90.63.97.17|21:54, 12 February 2012 (UTC)}}&lt;br /&gt;
:::OK, it seems that allowing casting many runes for free is kind of game-breaking. However, there is a simple fix: add several levels in Rune mastery and for each perk you can add one more Rune. So, say after spending 5 perks one can cast 6 runes before a fight and notice that even double casted ones make 110 damage. That means that on Adept you can subtract 660 of 1300 HP of Draugr Deathlord. Really game-breaking! --[[Special:Contributions/89.23.163.7|89.23.163.7]] 01:16, 14 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion to Bethesda to rebalance Destruction vs melee/archery ==&lt;br /&gt;
&lt;br /&gt;
Two very simple things to start with:&lt;br /&gt;
&lt;br /&gt;
* each perk 'X destruction' for X in novice/adept/etc should be transformed from 'spells cost 50% less' to 'spells cost 25% less magicka and do 25% more damage';&lt;br /&gt;
* spell _damage_ as well as cost should be scaled according to skill level (note: skill level, _not_ character level): there is no reason _on earth_ why a 100-destruction &amp;quot;flames&amp;quot; should not deal more damage than a 15-destruction &amp;quot;flames&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
These two very simple modifications would make Destruction more viable than it is now. Yes, this means magic-wielding opponents would be more of a handful but hey, how is that bad? {{uns2|20:38, 12 February 2012|90.63.97.17}}&lt;br /&gt;
&lt;br /&gt;
:Actually the main problem in &amp;quot;reducing mana cost&amp;quot; enchants is it's additive stacking nature. Just compare Fortify Smithing and Fortify Destruction. Both having the same magnitude, and when you wear one item with 25% then you Smithing is 125% and your Destruction mana cost is 75% which is kind of comparable, but wearing 2 items already gives you 150% Smithing and 50% reduction which is effectively 200%, 3 items gives you 175% in Smithing, and 25% mana cost which is actually 400%. Of course, 4 items give you only 200% Smithing but Infinite Effectivness in Destruction (Free spells). So the effects are simply not comparable even though they should be. There are many possible fixes to that problem. One is to introduce Destruction Factor=(1+Enchants) like already exsiting Price Factor in  Mercantile. When you compute destruction Effect you multiply Spell Damage by this Factor and when you compute Mana Cost you divide by this Factor. So 100% Fortify Destruction give you 200% in Damage and 50% in Cost. It is still not perfect in terms of scaling but it is still much better than existing one.--[[Special:Contributions/89.23.180.153|89.23.180.153]] 16:11, 15 February 2012 (UTC)&lt;br /&gt;
::Fortify Destruction only stacks that way now because of how they coded it.  If it's a request to Bethesda to change it, they could alter that.  If the main problem is that 25% + 25% + 25% + 25% = 100%, then it could be easily changed to be .75 * .75 * .75 * .75 = 31.6% of normal cost.   -[[User:Vardis|Vardis]] 17:27, 15 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Yes, this is another way, which is quite logical but it does have some problems on its own. The main one is that it is very hard to predict the result of multiple enchants. For example, you have one necklace for 17% and one ring for 14%, when you additively stack these it gives you 31% and it is easy to check and be satisfied, however if it would be like (1-0.17)*(1-0.14)=0.83*0.86. Could you compute this without a calculator. I couldn't and an average Joe couldn't. Therefore this scheme is pretty rare in computer games (even though it is logical). My suggestion of introducing some Destruction Factor was not for Beth(since they have habits not correcting base game mechanics after release) but for some mod.--[[Special:Contributions/31.128.148.176|31.128.148.176]] 18:15, 16 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::You can check mana costs on your Magic screen.  I support Varidis' suggestion.  Though I think &amp;quot;suggestion to Bethesda&amp;quot; is more than a little naive; more like &amp;quot;suggestion for a game mod&amp;quot;.  --[[User:Theothersteve7|Theothersteve7]] 18:24, 16 February 2012 (UTC)&lt;br /&gt;
:::::Yeah, a mod can't do what I suggested, unless the CK is hiding its equations from me and I just haven't found them yet.  Anyway, this isn't really about the article, and should probably be taken to the forums if anyone wants to discuss further. -[[User:Vardis|Vardis]] 18:56, 16 February 2012 (UTC)&lt;br /&gt;
:::::: Interesting, I don't have the CK but as far as I understand you there is no way to mod it. Actually, this is probably a consequence of another issue ot the multiplicative system: you need somehow to fix the order of enchantments apllied multiplicatively. For example, there are four possible slots, so in the game you need to create 4 multipliers and keep track of those. If they don't exist, you need to somehow to sort all possible items and check that it has some enchantmens and you have to do it for each effect. The point is that if you want to multiply the effect of a ring you need first to check and apply effects of an amulet, chest, and head gear. Or you aplly the effect of a ring first, or second, or third. So you need prescribe the order and continuously keep track of worn and missed parts. It is not a big issue but it has to be done from the beginning.--[[Special:Contributions/31.128.147.106|31.128.147.106]] 21:35, 16 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Of course, one can check on the screen, as it is the only way to get a feedback to our actions. The problem is how it matches expectations of players. If Beth made the multiplicative system I imagine that each player would be confused at least once because as I mentioned there are several individual variables/factors (each enchanting item) contrary to only one (the sum of all enchants) in the additive scheme.--[[Special:Contributions/31.128.147.106|31.128.147.106]] 21:13, 16 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}}Remember there are destruction potions as well that increases destruction damage for a percentage. destruction doesn't have any less dps than melee or archery and it can stun lock. [[Special:Contributions/50.99.131.84|50.99.131.84]] 22:59, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
There is the enchant Fire, Frost, Shock Enchanter perks, perhaps this would be a more reasonable way to buff Destruction damage. So you would choose from reducing all Destruction mana costs, or specifically buffing one of the elemental damage types. I would take an educated guess and say the damage buff should be 25% considering 100 enchant and a grand soul gem. {{unsigned|99.253.157.198|20 March 2012}}&lt;br /&gt;
&lt;br /&gt;
== Destruction 50% cost perks and fortify destruction? ==&lt;br /&gt;
&lt;br /&gt;
If you have the 50% off perks for destruction, do you only need 2 pieces of 25% fortify destruction for 0 magicka cost? {{uns2|22:58, 26 February 2012|50.99.131.84}}&lt;br /&gt;
:No, since in this case everything stacks multiplicatively and fortify destruction applied to already reduced half cost.--[[Special:Contributions/31.128.131.87|31.128.131.87]] 07:24, 28 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Fireball DoT and Ice Storm questions==&lt;br /&gt;
So I recently started using fire and ice magic (only used lightning beforehand) and realized that a Draugr Deathlord takes 3 dual casted fireballs to kill, while it has around 1000 health. How much DoT does fireball have?? Even with the Necromage perk taken (all spells do 1.25x damage against undead) and their innate weakness to fire (again 1.25x) it shouldnt do 1000+ damage, but only 619 (40 base damage, 1.5x from augmented flames, 1.25x from weakness to fire, 1.25x from necromage, and 2.2x from dual cast, all this x3 because it took 3 casts to kill)&lt;br /&gt;
&lt;br /&gt;
Is it possible that fireball does more DoT than other fire spells?? Or do all fire spells have such crazy 'aftereffect'?&lt;br /&gt;
&lt;br /&gt;
The other question is about the damage of Ice Storm, I realized that it does more damage whenever its the &amp;quot;edge&amp;quot; of the spell hitting the enemies, sometimes 2x, and sometimes even as much as 3x as much damage, can anyone confirm how this spell really works? &lt;br /&gt;
(eg: A falmer sometimes takes 3 single casts, sometimes 2, and sometimes just 1 to kill) {{uns2|20:27, 4 March 2012|84.3.160.218}}&lt;br /&gt;
&lt;br /&gt;
: Ice storm will damage anything on its path, so if you are able to keep your target in the storm, it will deal more damage. This usually happen when you dual cast the spell, Impact perk will push them back, sometimes it pushes them back into the storm that has just travelled through them and they receive damage again.[[Special:Contributions/117.5.243.12|117.5.243.12]] 09:35, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New character/pre-civil war destruction leveling. ==&lt;br /&gt;
&lt;br /&gt;
I know there are tons of ways to level your destruction but i've found one of the easiest (through shear number of npc's available for attacking is the civil war line of quests. &lt;br /&gt;
every time you need to take over a fort there are a number of fast spawning randomized enemies, and during the course of the fight, friendly fire is completely ignored.&lt;br /&gt;
&lt;br /&gt;
this allows for upwards of 10-15 friendlies+ enemies to unleash aoe's on, ice storm being one of my favorites due to fireballs inability to damage enemies standing behind a &amp;quot;blast wave&amp;quot; blocking npc. ice storm will pass through all enemies in a fairly large cylindrical area in front of you.&lt;br /&gt;
&lt;br /&gt;
other &amp;quot;hotspots&amp;quot; include open space foresworn camps, though not as easy to gather as the warring stormcloaks and imperials.&lt;br /&gt;
went from 62-65 in about 450 magicka using whiterun's &amp;quot;main gate&amp;quot; instant respawning guards during the imperial defense {{Uns|71.180.30.46|01:23, 4 April 2012}}&lt;br /&gt;
&lt;br /&gt;
== Reason for removing the parts about perks improving fireball/ice storm radius and chain lightning jump ==&lt;br /&gt;
The perks all have nothing regarding area. The spells have nothing regarding those perks specifically, nor the magic effect. Fireball lists its explosion radius without it implying it can change, and it doesn't. Chain Lightning can chain over numerous enemies without any perk. Visibly these aren't true either and all of those spells act identically with and without the perks. [[Special:Contributions/96.245.177.118|96.245.177.118]] 01:20, 24 April 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Destruction&amp;diff=937458</id>
		<title>Skyrim:Destruction</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Destruction&amp;diff=937458"/>
		<updated>2012-04-24T01:18:15Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: There is absolutely no reason to believe these are true based on the data, nothing in the perks or spells shows any correlation. I can't fit everything here so I'll put it on the talk page.&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 specialize 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 specialize in two or more.&lt;br /&gt;
&lt;br /&gt;
=== Elements ===&lt;br /&gt;
&lt;br /&gt;
==== Fire ====&lt;br /&gt;
* Lowest Magicka cost of the three elements.&lt;br /&gt;
* Deals only Health damage.&lt;br /&gt;
* Sets targets on fire--usually does an additional 10% damage over 1 second, but some spells do more.&lt;br /&gt;
* Special perk: Intense Flames. Causes enemies below 20% health to run away.&lt;br /&gt;
&lt;br /&gt;
Many inhabitants of Skyrim are weak against Fire Damage, including [[Skyrim:Troll|Troll]]s as well as all creatures with Snow, Ice, or Frost prefix. In some dungeons there are [[Skyrim:Traps#Oil Slicks/Oil Lanterns|pools of flammable liquid]] which you can ignite with Fire magic, resulting in impressive conflagrations that can wipe out enemies in seconds. The ''Intense Flames'' perk is of limited use - firstly because humanoid enemies will drop down to their knees when their health is below 10% anyway, and secondly because enemies that do not drop down will run away, forcing you to either kill them with your bow, or chase them for a kill. The ''[[Skyrim:Illusion#Aspect_of_Terror|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;
&lt;br /&gt;
==== Frost ====&lt;br /&gt;
* Middle Magicka cost of the three elements. &lt;br /&gt;
* Deals damage to Health and Stamina (typically the same amount).&lt;br /&gt;
* Slows targets by 50% for a few seconds (duration varies).&lt;br /&gt;
* Special perk: Deep Freeze. Causes enemies below 20% health to be paralyzed.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==== Shock ====&lt;br /&gt;
* Highest Magicka cost of the three elements. &lt;br /&gt;
* Generally shorter range, but projectiles hit instantly.&lt;br /&gt;
* Deals damage to Health and Magicka (typically 50% of the Health damage).&lt;br /&gt;
* Special perk: Disintegrate. Instantly kills enemies below 15% health.&lt;br /&gt;
&lt;br /&gt;
In practice, enemy mages tend to have a lot of Magicka (and not a lot of Health), which combined with the fact that you deal only half of the Health damage as Magicka might mean you will kill them before you manage to stop their spellcasting (unless they get a chance to use a Healing spell), although skilled mages with the proper magicka reserves will gain an edge in long combats with similarly-skilled mages. There are three good reasons to use Shock spells: firstly, while there are few enemies weak to Shock (save Daedra and Dwemer Automatons), only the uncommon Storm Atronach resists it, making it equally useful against practically everything and allowing you to save perks by specializing only in one element. Secondly, unlike Fire and Frost, all Shock spells hit instantly wherever you're aiming them, making mid and long-range combat much easier, even though at a more limited range than fire and frost spells. Finally, Shock gets arguably the best specialization perk - ''Disintegrate'' - which effectively reduces HP of all enemies in the game by 15% (though it may cause some looting problems as of 1.3, so be careful).&lt;br /&gt;
&lt;br /&gt;
=== Spell Types ===&lt;br /&gt;
Within each elemental family, the pattern of spells is consistent:&lt;br /&gt;
{|class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Level !! Fire !! Frost !! Shock !! Effect !! Base Damage&lt;br /&gt;
|-&lt;br /&gt;
| Constant damage || Novice || Flames || Frostbite || Sparks || Short range spell that deals damage as long as you concentrate || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| Missile || Apprentice || Firebolt || Ice Spike || Lightning Bolt || Single-target missile || 25&lt;br /&gt;
|-&lt;br /&gt;
| Rune || Apprentice || Fire Rune || Frost Rune || Lightning Rune || Cast on a surface and triggered like a mine || 50&lt;br /&gt;
|-&lt;br /&gt;
| Area Missile || Adept || Fireball || Ice Storm || Chain Lightning || Multiple-target missile || 40&lt;br /&gt;
|-&lt;br /&gt;
| Cloak || Adept || Flame Cloak || Frost Cloak || Lightning Cloak || Harms all enemies in melee range || 8/s&lt;br /&gt;
|-&lt;br /&gt;
| Missile || Expert || Incinerate || Icy Spear || Thunderbolt || Single-target missile || 60&lt;br /&gt;
|-&lt;br /&gt;
| Wall || Expert || Wall of Flames || Wall of Frost || Wall of Storms || Linear obstacle that does damage || 50/s&lt;br /&gt;
|-&lt;br /&gt;
| Storm || Master  || Fire Storm || Blizzard || Lightning Storm || Constant wide area of effect || varies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===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 ''[[Skyrim:Illusion#Aspect_of_Terror|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 ''[[Skyrim:Illusion#Aspect_of_Terror|Aspect of Terror]]'', Flames is the second-most Magicka-efficient spell in the game (after Firebolt), and ''[[Skyrim:Illusion#Aspect_of_Terror|Aspect of Terror]]'' will make it an uncontested first place.&lt;br /&gt;
&lt;br /&gt;
The flame debuff stacking works wonderfully with the shout [[sr:Slow Time|Slow Time]].&lt;br /&gt;
&lt;br /&gt;
== Perks ==&lt;br /&gt;
{{Perk Tree Setup|width=400}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|439|733|Novice Destruction|mark_alt=Novice Destruction: 0 Destruction. Cast Novice level Destruction spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|592|535|Apprentice Destruction|mark_alt=Apprentice Destruction: 25 Destruction. Cast Apprentice level Destruction spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|572|341|Adept Destruction|mark_alt=Adept Destruction: 50 Destruction. Cast Adept level Destruction spells for half magicka.|position=topright}}&lt;br /&gt;
{{Image Mark|623|226|Expert Destruction|mark_alt=Expert Destruction: 75 Destruction. Cast Expert level Destruction spells for half magicka.|position=topright}}&lt;br /&gt;
{{Image Mark|618|74|Master Destruction|mark_alt=Master Destruction: 100 Destruction. Cast Master level Destruction spells for half magicka.|position=left}}&lt;br /&gt;
{{Image Mark|683|422|Rune Master|mark_alt=Rune Master: 40 Destruction. Can place runes five times farther away.|position=topright}}&lt;br /&gt;
{{Image Mark|274|494|Augmented Flames|mark_alt=Augmented Flames (2 ranks): 30/60 Destruction. Fire spells do 25/50% more damage.|position=left}}&lt;br /&gt;
{{Image Mark|253|360|Intense Flames|mark_alt=Intense Flames: 50 Destruction. Fire damage causes targets to flee if their health is low.|position=left}}&lt;br /&gt;
{{Image Mark|390|438|Augmented Frost|mark_alt=Augmented Frost (2 ranks): 30/60 Destruction. Frost spells do 25/50% more damage.|position=left}}&lt;br /&gt;
{{Image Mark|370|274|Deep Freeze|mark_alt=Deep Freeze: 60 Destruction. Frost damage paralyzes targets if their health is low.|position=left}}&lt;br /&gt;
{{Image Mark|480|433|Augmented Shock|mark_alt=Augmented Shock (2 ranks): 30/60 Destruction. Shock spells do 25/50% more damage.|position=bottomright}}&lt;br /&gt;
{{Image Mark|476|232|Disintegrate|mark_alt=Disintegrate: 70 Destruction. Shock damage disintegrates targets if their health is low.|position=topleft}}&lt;br /&gt;
{{Image Mark|678|654|Destruction Dual Casting|mark_alt=Destruction Dual Casting: 20 Destruction. Dual casting a Destruction spell overcharges the effects into an even more powerful version.|position=right}}&lt;br /&gt;
{{Image Mark|733|530|Impact|mark_alt=Impact: 40 Destruction. Most destruction spells will stagger an opponent when dual cast.|position=right}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Novice Destruction}}''&lt;br /&gt;
| Cast Novice level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000f2ca8}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Apprentice Destruction}}''&lt;br /&gt;
| Cast Apprentice level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44bf}}&lt;br /&gt;
| 25 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Adept Destruction}}''&lt;br /&gt;
| Cast Adept level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44c0}}&lt;br /&gt;
| 50 Destruction&lt;br /&gt;
| Apprentice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Expert Destruction}}''&lt;br /&gt;
| Cast Expert level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44c1}}&lt;br /&gt;
| 75 Destruction&lt;br /&gt;
| Adept Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Master Destruction}}''&lt;br /&gt;
| Cast Master level Destruction spells for half magicka.&lt;br /&gt;
| {{ID|000c44c2}}&lt;br /&gt;
| 100 Destruction&lt;br /&gt;
| Expert Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Rune Master}}''&lt;br /&gt;
| Can place runes five times farther away.&lt;br /&gt;
| {{ID|00105f32}}&lt;br /&gt;
| 40 Destruction&lt;br /&gt;
| Apprentice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Augmented Flames}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Fire spells do 25% more damage.&lt;br /&gt;
| {{ID|000581e7}}&lt;br /&gt;
| 30 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Fire spells do 50% more damage.&lt;br /&gt;
| {{ID|0010fcf8}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Destruction&lt;br /&gt;
| Augmented Flames Level 1&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Intense Flames}}''&lt;br /&gt;
| Fire damage causes targets to flee if their health is low (under 20%).&lt;br /&gt;
| {{ID|000f392e}}&lt;br /&gt;
| 50 Destruction&lt;br /&gt;
| Augmented Flames&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Augmented Frost}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Frost spells do 25% more damage.&lt;br /&gt;
| {{ID|000581ea}}&lt;br /&gt;
| 30 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Frost spells do 50% more damage.&lt;br /&gt;
| {{ID|0010fcf9}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deep Freeze}}''&lt;br /&gt;
| Frost damage paralyzes targets if their health is low (under 20%).&lt;br /&gt;
| {{ID|000f3933}}&lt;br /&gt;
| 60 Destruction&lt;br /&gt;
| Augmented Frost&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Augmented Shock}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Shock spells do 25% more damage.&lt;br /&gt;
| {{ID|00058200}}&lt;br /&gt;
| 30 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Shock spells do 50% more damage.&lt;br /&gt;
| {{ID|0010fcfa}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Destruction&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Disintegrate}}''&lt;br /&gt;
| Shock spells disintegrate targets if their health is low (under 15%).&lt;br /&gt;
| {{ID|000f3f0e}}&lt;br /&gt;
| 70 Destruction&lt;br /&gt;
| Augmented Shock&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Destruction Dual Casting}}''&lt;br /&gt;
| Dual casting a Destruction spell overcharges the effects into an even more powerful version.&lt;br /&gt;
| {{ID|000153cf}}&lt;br /&gt;
| 20 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Impact}}''&lt;br /&gt;
| Most destruction spells will stagger an opponent when dual cast.&lt;br /&gt;
| {{ID|000153d2}}&lt;br /&gt;
| 40 Destruction&lt;br /&gt;
| Destruction Dual Casting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Skyrim:Destruction Spells}}&lt;br /&gt;
===Spell List Notes===&lt;br /&gt;
{{Skyrim:Spell List Notes|noheader=1}}&lt;br /&gt;
===Magical Effects===&lt;br /&gt;
The following individual effects are all considered to be part of the school of Destruction (see the individual effect pages for full details on availability; the [[Skyrim:Magical Effects#Destruction|Magical Effects]] article also provides a summary):&lt;br /&gt;
* [[Image:O-Fire_small.png|Fire Damage]] [[Skyrim:Fire Damage|Fire Damage]]&lt;br /&gt;
* [[Image:O-Frost_small.png|Frost Damage]] [[Skyrim:Frost Damage|Frost Damage]]&lt;br /&gt;
* [[Image:O-Shock_small.png|Shock Damage]] [[Skyrim:Shock Damage|Shock Damage]]&lt;br /&gt;
&lt;br /&gt;
== Skill Usage==&lt;br /&gt;
Be aware that your Destruction skill level only decreases the casting cost and does not increase the spell damage. To keep using Destruction magic against tougher opponents you will need to either learn stronger spells, pick the damage increasing perks, or (preferably) both. Higher level spells are also required to level up the skill quicker, as the amount of skill progress is higher for higher level spells.&lt;br /&gt;
&lt;br /&gt;
Shock is faster than the other elements, so you do not have to lead as much when targeting moving opponents.&lt;br /&gt;
&lt;br /&gt;
Note that Rune spells can only be placed close to the caster, and that the continuous fire novice spells [[Skyrim:Flames|Flames]], [[Skyrim:Sparks|Sparks]], and [[Skyrim:Frostbite|Frostbite]] have a very limited range. However, the former can be improved with the [[Skyrim:Rune Master|Rune Master]] perk.&lt;br /&gt;
&lt;br /&gt;
It is best to use Rune spells in close-quarters or tight entrances, and is especially useful for those that mix Stealth and Magic.&lt;br /&gt;
&lt;br /&gt;
Use the Cloak spells for battle, as any opponent that you are not focusing on will still get hurt.&lt;br /&gt;
&lt;br /&gt;
Note that the ''Dual Casting'' perk is Magicka inefficient as it means only 10% damage increase for 40% higher Magicka cost. Unless you have a lot of Magicka or a lot of casting cost reducing gear, it is more efficient to cast two normal spells with both hands (you can still cast two single-cast spells after acquiring the perk by activating one hand then the other in rapid succession, rather than activating both hands simultaneously for the dual-cast version). However, dual-casting has two advantages that, situation depending, may outweigh the additional cost: the DPS of dual-casting is higher, and the ''Impact'' perk provides a guaranteed stagger dependent on the spell. The stagger effect has no effect if the target is already staggering, thus a good balance between efficient damage and shutdown of the target is to alternate a dual-cast with two quick double casts. ''Impact'' does not work with any constant 'stream' spell (Flames, Frostbite), the Novice spells, the Wall-type Expert spells or any Master spell: none of these will benefit from the ''Impact'' stagger effect.&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
===Character Creation===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Destruction:&lt;br /&gt;
* +10 bonus: [[Skyrim:Dunmer|Dunmer]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Altmer|Altmer]], [[Skyrim:Imperial|Imperial]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]] in [[Skyrim:Windhelm|Windhelm]] (Common)&lt;br /&gt;
* [[Skyrim:Sybille Stentor|Sybille Stentor]] in [[Skyrim:Solitude|Solitude]] (Expert)&lt;br /&gt;
* [[Skyrim:Faralda|Faralda]] in the [[Skyrim:College of Winterhold (place)|College of Winterhold]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:The Art of War Magic|The Art of War Magic]]''&lt;br /&gt;
* ''[[Skyrim:Horror of Castle Xyr|Horror of Castle Xyr]]''&lt;br /&gt;
* ''[[Skyrim:A Hypothetical Treachery|A Hypothetical Treachery]]''&lt;br /&gt;
* ''[[Skyrim:Mystery of Talara, v3|Mystery of Talara, v3]]''&lt;br /&gt;
* ''[[Skyrim:Response to Bero's Speech|Response to Bero's Speech]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Destruction reward (and other magic skills) from [[Skyrim:Pantea_Ateia|Pantea Ateia]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Pantea's_Flute|Pantea's Flute]].&lt;br /&gt;
* +5 to Destruction (and other Magic skills)  by selecting &amp;quot;The Path of Magic&amp;quot; when reading the [[Skyrim:Oghma Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* Casting higher level spells gives generally faster skill increases (Novice&amp;lt;Apprentice&amp;lt;Adept&amp;lt;Expert&amp;lt;Master).&lt;br /&gt;
* [[Skyrim:Regenerate Magicka|Regenerate Magicka]] effects help reduce downtimes while training. &lt;br /&gt;
* It is possible to reduce or even completely eliminate the magicka cost of spells by stacking [[Skyrim:Fortify Destruction|Fortify Destruction]] enchanting effects, which is very helpful.&lt;br /&gt;
* Good 'dummies' for training include [[Skyrim:Shadowmere|Shadowmere]], [[Skyrim:Hadvar|Hadvar]]/[[Skyrim:Ralof|Ralof]] during [[Skyrim:Unbound|Unbound]], [[SR:Derkeethus|Derkeethus]], [[Skyrim:Esbern|Esbern]] before [[Skyrim:A_Cornered_Rat|A Cornered Rat]] (use Sparks or Ice Storm to hit him through the door, or place runes right next to where he's standing, and  then activate the door when his health gets too low to reset him and any bounties you might acquire), [[Skyrim:Paarthurnax_(dragon)|Paarthurnax]] (before starting [[Skyrim:Paarthurnax|his quest]]) and [[Skyrim:M'aiq_the_Liar|M'aiq the Liar]], conjured creatures, and torture victims.&lt;br /&gt;
* Playing on Novice difficulty causes leveling to occur significantly faster than on other difficulties.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*When you bash an opponent with your torch, it will count towards the Destruction Skill: the fire damage from the Torch is registered as magical fire damage like that of a spell, similar to how Dragon Shouts can be blocked by Ward Spells, because they are considered magical attacks.&lt;br /&gt;
*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, 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. Furthermore, since Wall of Flames does not wake enclosed draugr, it can be applied around or in front of a sarcophagus before awakening the draugr within, resulting in nearly instant kills as they emerge.&lt;br /&gt;
*Ice Storm can travel through walls or other obstructions.&lt;br /&gt;
*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 you from the rear).&lt;br /&gt;
*With a high enough level of destruction, passing guards may say &amp;quot;Destruction magick's fine; just don't go burning down any buildings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Many effects are not correctly affected by the Augmented Fire, Augmented Frost, and Augmented Shock perks.  These perks rely upon the &amp;lt;code&amp;gt;MagicDamageFire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MagicDamageFrost&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;MagicDamageShock&amp;lt;/code&amp;gt; keywords to identify which magic effects should be enhanced by the perks, however many spell effects are missing those keywords, whereas other effects incorrectly have them.  Specifically:&lt;br /&gt;
** All Rune and Cloak spells are unaffected by Augmented Flame/Frost/Lightning perks.&lt;br /&gt;
** All [[Skyrim:Damage Stamina|Damage Stamina]] enchantments are affected by the Augmented Fire perk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Alteration&amp;diff=937431</id>
		<title>Skyrim talk:Alteration</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Alteration&amp;diff=937431"/>
		<updated>2012-04-24T00:08:47Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: /* Atronach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Using Alteration ==&lt;br /&gt;
Early on you can purchase Candlelight and Magelight from magic vendors.  Casting these &amp;quot;light&amp;quot; spells will grant Alteration skill usage, even out of combat.  Dual wielding Magelight and putting up light bulbs as you travel seems to work the skill very quickly.  magelight has added benefits as well...&lt;br /&gt;
&lt;br /&gt;
Before you can find Detect Life, Magelight can be used to recon new areas (rooms, distant forts, critters found in a snow storm) before you enter.  Magelight cast on a friendly target will not anger them.  In fact, it'll stick the light to them and make a pleasant effect when chatting.  Unfriendly targets will turn &amp;quot;hostile&amp;quot;, however.  Since enemies will not appear on the compass until hostile, this becomes an excellent way to check if a room, distant fort, or some critter will be hostile before you get in range.  If far enough away and/or sneak skill is high enough, you stand a good chance of remaining undetected.&lt;br /&gt;
&lt;br /&gt;
Detect life become much more efficient for recon, but won't pick up undead, machines, or the like.  But then, there's very few of them you'll wish you hadn't pre-emptively killed ;) {{Uns|75.145.151.17|13:55, 17 November 2011}}&lt;br /&gt;
&lt;br /&gt;
:Found another good spot to use the 'Casting in Combat (ALT,CONJ)' skill-up technique during the http://www.uesp.net/wiki/Skyrim:In_My_Time_Of_Need quest. Half way through clearing out the Swindler's Den there is a 'Z' shaped tunnel leading from 1 open area to the next. On the other side there are approx 5-7 enemies (Archers, 2Handers and 1 Frost Mage). If you aggro the group and retreat back through the tunnel to the mouth of previously cleared section, the enemies will hang around their entrance and mostly refuse to advance. This keeps you in combat, and if you have all the necessary items to cast ALT/CONJ spells all day every day you can level them behind cover. [[Special:Contributions/203.32.16.176|203.32.16.176]] 07:11, 19 November 2011 (UTC)&lt;br /&gt;
::Found a perfect spot for in-combat spell grinding, just north of the college, at the skytemple ruins, there's a locked door, novice in my game, with a draugr deathlord behind it. Clear the skeletons outside and make a racket outside the door. He doesn't seem to have he key either so you're safe to level alt/conj at your lesuire (; (PastorSalad) {{uns2|13:23, 18 December 2011|188.221.254.17}}&lt;br /&gt;
&lt;br /&gt;
==Mage Armor==&lt;br /&gt;
Can someone who is able to (who already has the perk or can use console addperk) test Mage Armor for the details of &amp;quot;if not wearing armor?&amp;quot; It's ambiguous and could be referring to either the primary armor slot, all body slots, or anything with a light or heavy armor tag (including shields). [[User:Ruchn|Ruchn]] 17:09, 19 November 2011 (UTC)&lt;br /&gt;
:Wearing any knd of armor will break it, so for example, Morokei (a mask which counts as armor)wil negate the perk. {{uns2|18:39, 27 November 2011|178.164.152.186}}&lt;br /&gt;
::Do Robes count as armor? Do &amp;quot;Boots&amp;quot; count as armor? etc {{uns2|04:01, 10 December 2011|188.194.186.128}}&lt;br /&gt;
:::Robes are not armor.   Regular boots, gloves and hoods are also not armor. Armor will say &amp;quot;Light Armor&amp;quot; or &amp;quot;Heavy Armor&amp;quot; in the upper left corner of the black box when examined.  [[User:Mudeye|Mudeye]] 16:22, 12 December 2011 (UTC)&lt;br /&gt;
::::alright, then this perk is bugged for me. it says +80 (for ironflesh) regardless of what i wear or dont. {{uns2|00:53, 13 December 2011|188.194.186.128}}&lt;br /&gt;
:::::The perk isn't bugged for you, the &amp;quot;Active Effects&amp;quot; is bugged.  If you look at your actual armor rating it will reflect the correct value after the Mage Armor perk multiplier, while the &amp;quot;Active Effects&amp;quot; status still reports the base value. ''(Jester, an unregistered user)'' {{uns2|14:20, 13 December 2011|128.135.176.40}}&lt;br /&gt;
&lt;br /&gt;
{{od}}Also, can someone verify if this perk works while only using a shield, but still with no body, head, legs, or arm armor? For example, if I were only to wear clothes, and have a shield equipped, will the Mage Armor perk count the shield as worn apparel and not give the bonus? {{uns2|08:53, 7 December 2011|Omega}}&lt;br /&gt;
:I can verify that using only shield &amp;quot;Mage Armor&amp;quot; perk is aplayed. {{uns2|10:29, 13 December 2011|NEVER BoRN}}&lt;br /&gt;
::Needs clarification.  Can you verify that Mage Armor is active if you have just a shield equipped? [[User:Nnadeau|Nnadeau]] 19:29, 14 December 2011 (UTC)&lt;br /&gt;
:::All right, I can confirm.  If you have a shield equipped, and have the mage armor perk, the shield does not adversely affect the perk.  I found a hide shield on a bandit and cast Stoneflesh on myself with Mage Armor 1.  Without the shield, my armor rating was 120.  With the shield, my armor rating was 137 (I have the first block perk).  This should be added to the notes section on the main page. [[User:Nnadeau|Nnadeau]] 03:50, 17 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Water Walking &amp;amp; Water Breathing==&lt;br /&gt;
Are these actually available as spell tomes? I can't seem to find them anywhere, even after 100+ hours of playing, and I'm a level 35 mage/spellsword. {{uns2|10:55, 21 November 2011|78.105.241.24}}&lt;br /&gt;
:Edit: Water walking doesn't seem to be available in skyrim at all, can't find it in the testing room. :( {{uns2|23:35, 21 November 2011|78.105.241.24}}&lt;br /&gt;
::Someone seems to be going around and just adding all the &amp;quot;Spell effects&amp;quot; from Oblivion.  Since Skyrim doesn't work that way at all (there's only the specific individual spells, and each is unique), they should really be removed.  Might I suggest instead a quick summary of what type of things the school can do, then a link to pages like [[Skyrim:Destruction Spells|this]] that simply list all the spells and what they do.  Honestly, unless the descriptions eventually become more in-depth, we could probably just put all of that on the page for the skill itself.--[[User:Lovless510|Lovless510]] 04:49, 25 November 2011 (UTC)&lt;br /&gt;
:::Water walking does exist though, I have it myself. The higher your level the more spell tomes become available, for example, invisibility only becomes available at around level 35.[[User:RIM|RIM]] 10:36, 3 December 2011 (UTC)&lt;br /&gt;
::::Sorry, I meant water breathing:)[[User:RIM|RIM]] 17:55, 3 December 2011 (UTC)&lt;br /&gt;
:::::Answer: Spell tomes are sold at the college only after you have the skill level that matches the spell. {{uns2|13:59, 25 December 2011|120.38.84.45}}&lt;br /&gt;
&lt;br /&gt;
== Magic Resistance Perk ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know specifically how this works?  Does it just give 10% magic resistance per perk point, or does it have more to do with spell effects like the wording suggests? {{uns2|16:43, 1 December 2011|Darktangent}}&lt;br /&gt;
:Magic resistance does have to do with spell effects. I don't have any coding specifics, though. [[Special:Contributions/95.206.22.189|95.206.22.189]] 11:41, 3 December 2011 (UTC)&lt;br /&gt;
::...so what exactly does it do? [[Special:Contributions/178.183.233.168|178.183.233.168]] 22:32, 10 December 2011 (UTC)&lt;br /&gt;
:::--It might show up in Magic menu, effects.  Other magic resistances show up there.  &amp;quot;Magic Resistance&amp;quot; usually means fire, cold, lightning.  Thats what it did in Oblivion but not sure in Skyrim. {{uns2|04:01, 11 December 2011|67.164.33.239}}&lt;br /&gt;
&lt;br /&gt;
{{od}} Is the Magic Resistance perk effect only present when a protection spell is in effect (like Stoneflesh) or is it constant? [[User:Mudeye|Mudeye]] 16:46, 12 December 2011 (UTC)&lt;br /&gt;
:Constant. {{uns2|03:37, 14 December 2011|Balnagghar}}&lt;br /&gt;
:: Magic Resist works exactly like the enchant, and is additive with existing effects. A Breton (25%) with Blessing of Mara(15%) and 3/3 magic resist(30%) has 70% magic resistance. This is easily seen with ~player.getav magicresist~. {{uns2|06:31, 29 December 2011|98.179.176.101}}&lt;br /&gt;
&lt;br /&gt;
{{od}} Question: does magic resistence also add to fire frost and lightning resistence so if you have 70% magic resist and 30% fire resist are you immune to fire? {{uns2|00:57, 21 January 2012|83.81.246.145}}&lt;br /&gt;
: No, you are not. Magic resistance is checked first, then elemental resistances are checked. So, an incoming fire spell would first be reduced by 30%, then the remaining damage would be reduced by 70%. Even if they did stack together, the maximum resistance to magic damage of any kind is 97.5%, so no matter how hard you try, you cannot be truly &amp;quot;Immune&amp;quot; to magic damage. [[Special:Contributions/98.180.215.134|98.180.215.134]] 07:12, 21 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melaran a Trainer? ==&lt;br /&gt;
&lt;br /&gt;
The page [[Skyrim:Melaran|Melaran]] doesn't indicate he's a trainer, and I can't get a trainer dialogue from him. Does he become a trainer at a certain stage of the game? --[[User:Alfwyn|Alfwyn]] 22:18, 3 December 2011 (UTC)&lt;br /&gt;
:After you complete her quest of clearing out a certain vampire den, not sure if the dungeon is specific or selected radiantly though. [[Special:Contributions/60.234.212.190|60.234.212.190]] 19:09, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mage armor perk + Master spell Dragonhide ==&lt;br /&gt;
&lt;br /&gt;
It seems this perk becomes useless as you start using the Dragonhide spell (-80% physical damage). It does not provide any additional buff and Dragonhide spell does NOT stack with any other armor spells.&lt;br /&gt;
&lt;br /&gt;
Generally in later game Mage armor perk is waste of 3 perk points.&lt;br /&gt;
&lt;br /&gt;
Please someone confirm this. (Written by Dead_MAX) {{uns2|09:58, 9 December 2011|Dead MAX}}&lt;br /&gt;
&lt;br /&gt;
:While you're under the effect of Dragonhide, your entire armor class statistic is useless. Not just this or that perk. But Dragonhide isn't that easy to keep up. At the very easiest you'd need to lug around a bunch of items for fueling it. [[Special:Contributions/95.206.17.126|95.206.17.126]] 09:04, 10 December 2011 (UTC)&lt;br /&gt;
::Dragonhide costs 837 base Magicka every 30 seconds vs. 341 Magicka every 60 seconds for Ebonyflesh. So Dragonhide costs 4.9 times as much to use as Ebonyflesh. [[User:Mudeye|Mudeye]] 16:27, 12 December 2011 (UTC)&lt;br /&gt;
:::Dragonhide also cannot be cast while moving, has a long cast time, and can be inerupted.  It essentially armor caps the player.  Because its duration is so short and its clunky to use, I use ebonflesh 90% of the time at 52 on master. {{uns2|22:24, 13 December 2011|69.143.61.223}}&lt;br /&gt;
::::Note in the spell calculations that it CAN be dual casted, despite the misleading animations.  When holding both spell casting buttons, Dragonhide jumps to 99 seconds with stability perk.  {{uns2|01:35, 16 December 2011|69.143.61.223}} &lt;br /&gt;
&lt;br /&gt;
:::::Dual casted Dragonhide will increase the base duration of 30 seconds to 66 seconds (2.2 multiplier) for 280% mana cost (1392 mana at skill 100 w/o perks/items).&lt;br /&gt;
:::::Combine the Dual Casting perk with Stability perk (and some items for mana decrease or Master Alteration perk) and you can get the duration up to 99 seconds.&lt;br /&gt;
:::::Dragonhide and base armor defence are multiplicative - if armour was equipped before casting dragonhide, i.e. you can get 96% damage reduction for 99 sec.&lt;br /&gt;
:::::Ebonyflesh with perks and no armour reduses damage at 36% only - pers receives 3.2 times more damage than with Dragonhide and no armour. {{uns2|21:37, 4 January 2012|178.140.94.7}}&lt;br /&gt;
::::::master level spells cannot be dual cast, in addition to that armor is capped at 80%, it is not possible to hit 99% unless you have uncovered something we are unaware of in the code {{uns2|22:20, 30 January 2012|174.111.121.141}}&lt;br /&gt;
:::::::Dragonhide can be dual cast to increase spell duration, as mentioned above. {{uns2|12:56, 14 February 2012|143.238.229.122}}&lt;br /&gt;
&lt;br /&gt;
== Stability Perk ==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm that the Stability perk multiplies all Alteration spell duration times by 1.5?  I don't have enough spells to test them all yet, but it seems armor rating spells like Oakflesh are increased 30 seconds (60 -&amp;gt; 90), and spells like Paralysis are increased 5 seconds (10 -&amp;gt; 15).  I don't like that it just says &amp;quot;greater duration&amp;quot; in the description. [[User:Duppy|Duppy]] 21:50, 11 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Info on dual casting alteration. ==&lt;br /&gt;
&lt;br /&gt;
does it alter the magnitude or the duration? {{uns2|12:44, 12 December 2011|89.138.86.144}}&lt;br /&gt;
:It seems to change the duration mainly.  The only exception I saw was with Telekinesis which let me pick up 3 objects instead of 1.  The radius on the Detect Life/Dead stayed the same.  Dual casting one of the armor spells like Ebonyflesh will increase the base duration of 60 seconds to 132 seconds (2.2 multiplier), but the armor rating will remain the same.  Combine the Dual Casting perk with Stability perk and you can get the duration up to 198 seconds.  If you want more armor from those spells, you need to invest in the Mage Armor perk. -[[User:Duppy|Duppy]] 00:22, 13 December 2011 (UTC)&lt;br /&gt;
::On that note it also affects the duration of Candlelight, and presumably Magelight. When I did the test, I had both Stability and Duel Casting at the time. Stability ups Candlelight only to 90seconds, but with both perks it lasted around a fairly astounding 3 minutes and 18 seconds. Now mind you, this would definitely pose an issue for characters who wish to use stealth, since the light gives away your position a little bit (and you would have to wait for it to disappear otherwise).--[[Special:Contributions/69.205.180.81|69.205.180.81]] 05:38, 13 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spell costs for 0 skill? ==&lt;br /&gt;
&lt;br /&gt;
Really? What is the point, your character will always have at least 15 points in each skill.&lt;br /&gt;
Putting the costs back to skill level 15 of the matching magic would be more relevant.  {{uns2|02:01, 13 December 2011|90.12.100.172}}&lt;br /&gt;
:Since being put in jail only loses the progress toward another skill point, rather than an actual skill point, as in Oblivion, the writer is correct.  There will never be an instance of a skill being below 15.  However, my speculation is that Bethesda, using an abundance of caution, developed a function that works over the entire domain from 0 to 100 skill points.  The function and its graph can be seen at [[Skyrim:Magic_Overview#Spell_Cost|Base Cost]].  It was simple and quick to use the developer provided Base Cost statistic, but the writer above is perfectly welcome to compute the costs at level 15 using the formula and insert a column into the table.  However, the Base Cost remains a valid way of comparing the relative costs of spells (rather than their actual costs) given the essentially linear nature of the function over the domain from 15 to 100. [[User:Kalevala|Kalevala]] 00:51, 14 December 2011 (UTC)&lt;br /&gt;
::It's better to be completely correct than mostly correct. Skills are designed to work from 0 points. {{unsigned|98.179.176.101|29 December 2011}}&lt;br /&gt;
&lt;br /&gt;
:::Since the game itself uses the 0-skill values as the input to equations, the 0-skill values are the only values that can be used accurately.  If values at 15-skill are put into the table, those will be rounded values, and those rounding errors will propagate to any other values calculated using them.&lt;br /&gt;
:::Also, maintaining the pages is much easier if the 0-skill values are used because editors can easily double-check those values against the numbers shown in the Creation Kit.  With any other values, it's too easy for math errors to accidentally slip in and not be caught.  --[[User:Nephele|Nephele]]&amp;lt;sup&amp;gt;[[User_talk:Nephele|Talk]]&amp;lt;/sup&amp;gt; 06:44, 29 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Telekinesis Damage ==&lt;br /&gt;
&lt;br /&gt;
Did anyone check what are the variables for the damage of a thrown item with telekinesis? does the weight of the item factor and if the item is a weapon does it's damage add as well? {{uns2|09:16, 14 December 2011|89.138.86.144}}&lt;br /&gt;
:I've been wondering about this as well. I've been chucking cheese wheels and dead bodies at people and from what I've seen, the dead bodies knock NPC's down while the cheese wheels just stagger them {{uns2|00:33, 22 January 2012|98.238.243.104}}&lt;br /&gt;
::What type of dead bodies? Small like Bunnies or something large but realistic like Sabrecats?- [[User:Azurome|Azurome]] 21:03, 25 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Transmute Mineral Ore ==&lt;br /&gt;
&lt;br /&gt;
Could this spell also have a mention as a trick for increasing the Alteration skill level? I have been informed in its talk page the player gains experience with this spell outside of combat. --[[User:Arpaleggia|Arpaleggia]] 11:57, 5 January 2012 (UTC)&lt;br /&gt;
:It probably wouldn't be worth mentioning as a power-leveling trick. The biggest problem really is the material cost. Their just isn't any reliable source of iron/silver/gold ore without spending too much gold (merchants) or constant map jumping and load screens to mine them. And when you compare it to alternatives, such as using Detect Life in the middle of Riften, their is just no comparison. You'll probably have to make up a fortify alteration set of gear in either situation, but it's well worth it. It's not that it's an entirely bad idea in theory, it's just that the experience gained by using Detect Life in the middle of Riften completely blows spamming Transmute out of the water (probably even if you had an infinite supply of ore).--[[Special:Contributions/69.205.180.81|69.205.180.81]] 00:56, 13 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Transmute Skill Level Requirement ==&lt;br /&gt;
&lt;br /&gt;
According to the page, I need a skill level of 50 to cast Transmute but when I found it, I was able to cast it at a skill level of 16. My question is, is it a bug or is the info wrong? Can anyone else verify this?&lt;br /&gt;
:admittingly confusing, the skill level is the vague suggested level.  more of the skill level needed to unlock perks related to reducing its cost. u can cast any spell at any level or skill provided u can find it and have the magicka for it.  skill level determines the likelyhood merchants will have it or u will find it, and ur ability to use perks to reduce cost.  it also is a rough indicator of the power of the skill--[[User:Lord.Baal|Lord.Baal]] 02:56, 14 January 2012 (UTC)&lt;br /&gt;
::I am going to disagree.  An iron ore costs 6 and most smiths have a few.  2 iron ore transmuted twice make 1 gold bar, which makes 2 gold rings.  This increases both smithing and alteration, and you can then enchant the rings and sell them to level enchanting and finally become quite wealthy.  It is a very efficient way to get started.  It is terribly slow for actually leveling alteration, but its extremely useful for leveling several things at once and getting money and, with the last patch making the iron dagger smithing trick useless, making jewelery is pretty good for smithing as a replacement.  Also, you find a lot of cheezy little gems.  If you xmute just once and pile up silver, you can make a bunch of 300 gold and up valued silver items, which level smithing faster at the cost of alteration (half as many xmute clicks).  If you do not bother to enchant, 1 gold ring still vendors for far, far more than 1 iron ore cost, and since 2 iron -&amp;gt; 1 bar -&amp;gt; 2 rings, 1 ring == 1 iron ore in terms of your profits, so you easily make 20 per ore bought at the very least. Cost of iron ore is not a problem. The slowness of this trick is an issue, unless you have mega magic regeneration.  Also, rings do not weigh as much as daggers, if that matters. {{uns2|18:42, 16 April 2012|66.18.49.84}}&lt;br /&gt;
&lt;br /&gt;
== Equilibrium: Bugged? ==&lt;br /&gt;
&lt;br /&gt;
Equilibrium states that it drains 25 health per second. However, it seems that it drains health at a much faster rate than that. My Nord has 500 base health. At 25 health per second, he should be able to cast this spell for 20 seconds before he dies. When I tested it, his health reaches 0 after only 7 seconds; Therefore the spell seems to be draining ~71 health per second. {{uns2|07:15, 16 January 2012|75.34.55.137}}&lt;br /&gt;
:Edit: I found the source of the issue. The spell does indeed drain at 25 health per second... on adept difficulty. At Novice and Apprentice it drains less than that, and on harder difficulties it drains more and more, yet the tooltip for Equilibrium always says 25 hp/sec. {{uns2|07:27, 16 January 2012|75.34.55.137}}&lt;br /&gt;
&lt;br /&gt;
== Atronach ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if it's worth mentioning on this page, but this perk doesn't seem to result in any visible entry in the Active Effects list - unlike, say, the Magic Resistance perk from the same skill tree. I also suspect that, rather than absorbing &amp;quot;30% of the magicka of any spells that hit you&amp;quot;, it has a 30% chance of absorbing all(?) the magicka from a spell that hits you - if you stand on a fire trap, your magicka only seems to go up irregularly (this might have something to do with my Breton character's intrinsic magic resistance, though). {{uns2|01:08, 7 February 2012|124.148.182.134}}&lt;br /&gt;
&lt;br /&gt;
:Edit: Absorbing in elder scrolls series was always about chance. You are right about %30 chance of absorbing all the spell's magicka. Consider the situation; Enemy mage attacking you with 100 pts fire damage, 50 magicka cost spell. If you absorb it by chance (%50 spell absorption means %50 chance to absorb ), you take no damage and 50 pts magicka added to your mana pool. If you can not absorb it, you take 100 pts fire damage. Magick resistance is constant, if you have %50 magick resist (or fire resist in this situation) you resist half of the spell and take 50 ots fire damage.&lt;br /&gt;
:But not having a visible entry in Active Effects page eludes me as well. {{uns2|19:48, 15 February 2012|85.107.164.66}}&lt;br /&gt;
::{{Good Question|Mar 2012}}&lt;br /&gt;
:::The reason it doesn't show up in active effects is because its only effect has Hide in UI checked. [[Special:Contributions/96.245.177.118|96.245.177.118]] 00:08, 24 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
{{od}} I'd like to know, does the perk conflict with magic resistance? Like, if I have 50% resistance, will I absorb only half of the magicka? [[Special:Contributions/82.243.194.53|82.243.194.53]] 11:16, 21 March 2012 (UTC)&lt;br /&gt;
:I think the answer is no as it looks like one resists damage and the other is based on magicka cost so i don't think so, but not 100% sure on what npc magicka cost is for spells anyway so that could screw with my answer, also i only tested it on like 5 things so not a huge sample size.  does absorbing use the actual mp cost of the spell or the base cost of the spell? {{uns2|08:27, 18 April 2012|24.38.223.147}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Edit Conflict ==&lt;br /&gt;
&lt;br /&gt;
I got an edit conflict, tried to do it properly but I think I still managed to mess up something - could someone look into it please, because the pages are bugged again. (people not logged in do not see full history etc) --[[Special:Contributions/88.112.41.113|88.112.41.113]] 22:26, 21 February 2012 (UTC)&lt;br /&gt;
:Not sure exactly what your concern is. Edit conflicts mean someone has altered a page since you began editing; hit the back button, copy your contribution, return to the page, then edit and re-add it (if it's still necessary). Your edit regarding Detect Life and the Blue Palace was added to the page, if that's what you're wondering about. [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:29, 21 February 2012 (UTC)&lt;br /&gt;
::It's a known bug of the wiki that sometimes non-logged in contributors cannot sometimes see all edits in the history tab and sometimes there is text missing. My concern is that if you look at the history fo the article, you see that it seems as if I had changed magicka-&amp;gt;mana. I did not do that. It was corrected already a couple of edits ago, I'm afraid I destroyed something else, too. And as of edit conflicts, I did exactly as you said. Copy-pasted my own text from the lower box and into the upper box and saved. That way the original edit should be up to date. Furthermore, I opened this page like 10mins ago - there are no edit within the last hour, how come I even got an edit conflict?! --[[Special:Contributions/88.112.41.113|88.112.41.113]] 22:34, 21 February 2012 (UTC) &lt;br /&gt;
::EDIT: First time I heard about this caching problem was here: [http://www.uesp.net/wiki/Skyrim_talk:Dark_Brotherhood_Sanctuary#I_have_a_case_of_Hunter] --[[Special:Contributions/88.112.41.113|88.112.41.113]] 22:36, 21 February 2012 (UTC)&lt;br /&gt;
:::Indeed, the accuracy of the recent edit history is an issue for anons, but there could be more to it than that. Due to some recent maintenance, some things on the site for the time being may appear a little screwy. See [[UESPWiki:Administrator_Noticeboard#Change_in_Databases|here]]. Your issue might have something to do with it. It will likely be resolved soon, though. [[User:Minor Edits|&amp;lt;span style=&amp;quot;font-size:medium&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Minor Edits&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;]]&amp;lt;sup&amp;gt;[[User_talk:Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Threats&amp;lt;/font&amp;gt;]]•[[Special:Contributions/Minor Edits|&amp;lt;font color=&amp;quot;Green&amp;quot;&amp;gt;Evidence&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:44, 21 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Vampirism&amp;diff=917186</id>
		<title>Skyrim:Vampirism</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Vampirism&amp;diff=917186"/>
		<updated>2012-03-24T00:04:34Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: /* Advantages &amp;amp; Disadvantages */ Adding that you're undead, which matters with necromage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Disease}}&lt;br /&gt;
:''This page refers to the disease Vampirism, in particular the effects it has on the player. For information about NPCs who are vampires, see '''[[Skyrim:Vampire|Vampire]]'''.''&lt;br /&gt;
&lt;br /&gt;
In Skyrim, '''vampirism''', or ''[[Skyrim:Sanguinare Vampiris|Sanguinare Vampiris]]'', is an unusual  [[Skyrim:Disease|disease]] which first weakens, then transforms those infected into the feared creatures of the night. &lt;br /&gt;
&lt;br /&gt;
[[File:SR-player-Vampirism.jpg|right|thumb|A female Khajiit, before and after undergoing the transformation to vampirism]]&lt;br /&gt;
[[File:SR-npc-Dunmer Vampire Comparison.jpg|right|thumb|A female Dunmer, before and after becoming a vampire]]&lt;br /&gt;
== Vampirism in Skyrim ==&lt;br /&gt;
Compared to the [[Oblivion:Porphyric_Hemophilia#Porphyric_Hemophilia|Porphyric Hemophilia]] infected vampires of [[Oblivion:Oblivion|Oblivion]], Skyrim's ''Sanguinare Vampiris'' vampires are significantly less powerful in most aspects and gain no bonuses to normal weapons resistance, weapon skills or speed. That said, they are only weakened by sunlight rather than being fatally allergic to it like their [[Oblivion:vampirism|Cyrodilic counterparts]]. The powers and abilities granted by their particular strain of vampirism make them ideal thieves, assassins and illusionists, although other styles of play are also feasible. Their vampiric blood allows them to resist the effects of poison, disease and extreme cold, but also afflicts them with a deadly weakness to fire. Vampires are hated and feared by the general population and will be attacked on sight if their true nature is discovered.&lt;br /&gt;
&lt;br /&gt;
Vampirism and [[SR:Werewolves|lycanthropy]] cannot co-exist in Skyrim; one cannot be both a werewolf and a vampire at the same time. After becoming a werewolf, a vampire is cured of ''Sanguinare Vampiris''. Because lycanthropy provides total disease immunity, this prevents the player from becoming infected with ''Sanguinare Vampiris'' whilst the ''Beast Blood'' ability is present. Note that you can, however, cure lycanthropy (just as you can cure vampirism), so you will be able to become a vampire again should you choose to forgo your ''Beast Blood''. Curing lycanthropy, on the other hand, is a one-way ticket. Once you are no longer a werewolf, you will never become one again.&lt;br /&gt;
&lt;br /&gt;
It may be easier to fast travel as a vampire in Skyrim than in Cyrodiil. Instead of worrying about instant death due to sunlight damage, one only needs to worry about the possibility of reaching stage four after traveling. Stage four vampirism causes all NPCs to become hostile and attack you, hence a vampire should make sure to be reasonably satiated before fast traveling long distances.&lt;br /&gt;
&lt;br /&gt;
== Becoming a Vampire ==&lt;br /&gt;
Whenever a vampire casts ''Vampiric Drain'' on you, there is a 10% chance for you to be infected with ''Sanguinare Vampiris''.&lt;br /&gt;
&lt;br /&gt;
Initially, this is a normal disease that reduces your total Health by 25 points. It is subject to the rules which govern any other disease, and can be [[Skyrim:Cure Disease|cured]] in the same fashion. However, not curing the disease within three days will cause it to progress to full vampirism, and at that point, the effects can no longer be reversed with a normal cure.&lt;br /&gt;
&lt;br /&gt;
''Sanguinare Vampiris'' gives messages to the player each day at certain times, indicating their condition. At sunrise, a message will appear saying &amp;quot;''You feel strangely weakened by the sunrise''&amp;quot;. At sunset, the message is &amp;quot;''You feel a strange thirst come over you''&amp;quot;. After the third day, ''Sanguinare Vampiris'' will disappear from your active effects and you will awaken as a stage one vampire.&lt;br /&gt;
&lt;br /&gt;
There are many ways to contract the disease, all of them involve encountering hostile vampires and letting them attack you. However, rather than let them hit you in melee, you should keep your distance and only allow them to cast their draining spell as this is the only attack that can impart the disease. To speed up contraction, repeatedly lose and gain sight of the target vampire so the spell is cast multiple times. The check for giving you the disease is passed only when the draining spell hits you, not over sustained action.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
When a human or elf becomes a vampire they will usually get black eyes with red irises, pale skin, fangs and a more gaunt look as the cheekbones are more visible, however some vampire appearances are different as they have a more gold or hazel eyes instead of red ones.&lt;br /&gt;
&lt;br /&gt;
[[SR:Argonian|Argonians]] and [[SR:Khajiit|Khajiit]] both have slitted pupils upon transformation. An Argonian's skin will pale and they will have four fangs instead of two, and Khajiit will have fangs that resemble a [[SR:Sabre Cat|sabre cat]].&lt;br /&gt;
&lt;br /&gt;
== Stages &amp;amp; Effects of Vampirism ==&lt;br /&gt;
Full vampirism is made up of four distinct stages, starting at stage one and progressing to stage four. You advance one stage for every 24 hours you go without feeding on a sleeping NPC. Feeding always returns you to stage one.&lt;br /&gt;
&lt;br /&gt;
Contracting vampirism will change the appearance of your character, giving them pale skin (or fur), fangs and vampiric eyes. This does not seem to become more apparent as you progress through the stages. NPCs may comment on your appearance, but they will only become hostile when you reach stage four.&lt;br /&gt;
&lt;br /&gt;
=== Advantages &amp;amp; Disadvantages ===&lt;br /&gt;
As a vampire, you will experience both beneficial and detrimental changes depending on your current stage. The longer you go without blood, the more extreme these changes will become.&lt;br /&gt;
&lt;br /&gt;
'''All Stages'''&lt;br /&gt;
*You have a 100% resistance to disease.&lt;br /&gt;
*You have a 100% resistance to poison.&lt;br /&gt;
*Illusion spells are 25% more powerful. (This increases the max level of enemies you can affect, and is applied after perks.)&lt;br /&gt;
*You are considered undead, which means that [[SR:Necromage (perk)|Necromage]] will boost the strength of spells targeting yourself.&lt;br /&gt;
*It is 25% harder for NPCs to detect you while sneaking.&lt;br /&gt;
*While outside during daylight, [[SR:Health|Health]], [[SR:Magicka|Magicka]] and [[SR:Stamina|Stamina]] regeneration is stunted by 100%. In other words, your health, magicka, and stamina will not regenerate. However, any effect that fortifies the regeneration of any of them will still work.&lt;br /&gt;
&lt;br /&gt;
'''Stage One'''&lt;br /&gt;
*You have a 25% Resistance to Frost.&lt;br /&gt;
*You have a 25% Weakness to Fire.&lt;br /&gt;
*While outside during daylight, Health, Magicka, and Stamina have an automatic -15 to their total.&lt;br /&gt;
&lt;br /&gt;
'''Stage Two'''&lt;br /&gt;
*You have a 50% Resistance to Frost.&lt;br /&gt;
*You have a 50% Weakness to Fire.&lt;br /&gt;
*While outside during daylight, Health, Magicka, and Stamina have an automatic -30 to their total.&lt;br /&gt;
&lt;br /&gt;
'''Stage Three'''&lt;br /&gt;
*You have 75% Resistance to Frost.&lt;br /&gt;
*You have a 75% Weakness to Fire.&lt;br /&gt;
*While outside during daylight, Health, Magicka, and Stamina have an automatic -45 to their total.&lt;br /&gt;
*Most NPCs will not interact with you if you initiate the conversation.&lt;br /&gt;
&lt;br /&gt;
'''Stage Four'''&lt;br /&gt;
*You have a 100% Resistance to Frost.&lt;br /&gt;
*You have a 100% Weakness to Fire.&lt;br /&gt;
*While outside during daylight, Health, Magicka, and Stamina have an automatic -60 to their total.&lt;br /&gt;
*Nearly all NPCs become hostile and will attack on sight, including [[Skyrim:marriage|spouses]] and followers.&lt;br /&gt;
&lt;br /&gt;
=== Vampire Powers &amp;amp; Spells ===&lt;br /&gt;
In addition, as you progress through the stages you gain several unique powers and spells, some of which will grow more powerful with each stage. Returning to stage one will remove the higher level powers and reset the remaining ones to their original strength.&lt;br /&gt;
&lt;br /&gt;
'''{{LE|Champion of the Night}}'''&amp;lt;br&amp;gt;&lt;br /&gt;
A permanent active effect you gain from stage one onwards that increases the potency of your [[SR:Illusion|Illusion]] spells by 25%.&lt;br /&gt;
&lt;br /&gt;
'''{{LE|Nightstalker's Footsteps}}'''&amp;lt;br&amp;gt;&lt;br /&gt;
A permanent active effect you gain from stage one onwards that makes you 25% harder to detect while sneaking.&lt;br /&gt;
&lt;br /&gt;
'''Vampire Sight'''&amp;lt;br&amp;gt;&lt;br /&gt;
A [[Skyrim:lesser power|lesser power]] that grants improved night vision.&lt;br /&gt;
&lt;br /&gt;
*Stage 1 and onwards: Improved [[Skyrim:Night Eye|night vision]] for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
'''Vampire's Servant'''&amp;lt;br&amp;gt;&lt;br /&gt;
A power that allows you to reanimate a dead body to fight for you for one minute, once a day. It increases in power with every stage of vampirism. Note that servants raised with this power may not always disintegrate to ash as with the standard Conjuration spells (they retain normal form when the timer runs out, but if they are killed in combat, or if you fast travel/change instance, they will disintegrate).&lt;br /&gt;
&lt;br /&gt;
*Stage 1: [[Skyrim:Reanimate|Reanimate]] a weak dead body for 60 seconds.&lt;br /&gt;
*Stage 2: Reanimate an average dead body for 60 seconds.&lt;br /&gt;
*Stage 3: Reanimate a strong dead body for 60 seconds.&lt;br /&gt;
*Stage 4: Reanimate a very strong dead body for 60 seconds.&lt;br /&gt;
&lt;br /&gt;
'''Vampiric Drain''' &amp;lt;br&amp;gt;&lt;br /&gt;
A unique Novice Destruction spell that continuously absorbs a small amount of health from a single target and adds it to your own. While ''Vampiric Drain'' can be dual-cast with the corresponding Destruction skill perk, its cost is not reduced by any Destruction proficiency perks and using it does not train your Destruction skill. However, equipment and apparel reducing Destruction skill costs will still have effect, making it possible to cast ''Vampiric Drain'' for as low as 0 magicka.&lt;br /&gt;
&lt;br /&gt;
*Stage 1: [[Skyrim:Drain Health|Drains]] 2 health per second. Costs 5 magicka per second.&lt;br /&gt;
*Stage 2: Drains 3 health per second. Costs 10 magicka per second.&lt;br /&gt;
*Stage 3: Drains 4 health per second. Costs 12 magicka per second.&lt;br /&gt;
*Stage 4: Drains 5 health per second. Costs 15 magicka per second.&lt;br /&gt;
&lt;br /&gt;
'''Vampire Seduction''' &amp;lt;br&amp;gt;&lt;br /&gt;
A power that is similar to the Illusion spell &amp;quot;[[Skyrim:Calm (spell)|Calm]]&amp;quot;. It can be used once a day. Useful when vampirism reaches stage 4, as it can allow interaction with quest NPCs. (Tested only so far on spouse, it's an assumption as of now that it will work on quest NPCs) &lt;br /&gt;
&lt;br /&gt;
*Stage 2 and onwards: [[Skyrim:Pacify|Calm]] creatures and people up to level 10 for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
'''Embrace Of Shadows''' &amp;lt;br&amp;gt;&lt;br /&gt;
A power that is similar to the Illusion spell &amp;quot;invisibility&amp;quot;. It also applies improved night vision for the duration of the spell. Interacting with the environment or attacking will make you visible again. It can be used once per day.&lt;br /&gt;
&lt;br /&gt;
*Stage 4: [[Skyrim:Invisibility|Invisible]] with improved [[Skyrim:Night Eye|night vision]] for 180 seconds.&lt;br /&gt;
&lt;br /&gt;
== Feeding ==&lt;br /&gt;
In order to remain at, or return to, the first stage of vampirism, you must feed on a sleeping NPC. To do this press ''Use'' while crouching or standing over them and select ''feed''. Feeding should be done stealthily, as witnesses will immediately become hostile. You are able to feed on almost any NPC that can sleep in a bed, including all races and even ghosts and other vampires, but not children. &lt;br /&gt;
&lt;br /&gt;
The [[SR:Companions|Companions]] in [[Skyrim:Whiterun|Whiterun]] will not turn hostile towards you as long as you have joined the Companions before reaching the final stage of vampirism. This can be rather useful since other Companions can be fed on without much difficulty during the nighttime hours. The [[SR:Dark Brotherhood|Dark Brotherhood]] are friendly to the player in all stages of vampirism, although they will still turn hostile if you are caught feeding. The [[SR:Thieves Guild (faction)|Thieves Guild]] is also friendly to stage four vampires.&lt;br /&gt;
&lt;br /&gt;
Followers can be fed on with total impunity, assuming there are no other witnesses. Simply order them to sleep in a bed and feed on them before they stand up again. This makes them a reliable source of easy blood for the player.&lt;br /&gt;
&lt;br /&gt;
A sickly farmer in the [[Skyrim:Temple_of_Kynareth|Temple of Kynareth]] can also prove good feeding. This location can be convenient, provided your sneaking skills are good enough, as the farmer will be asleep during the day time as well as night, thus providing sustenance whenever you need it. The wounded soldier on the other side of the room, on the other hand, is almost always being attended to by a healer.&lt;br /&gt;
&lt;br /&gt;
The guards barracks in each major town has sleeping guards available for the brave and/or stealthy vampire both day and night. &lt;br /&gt;
&lt;br /&gt;
Another reliable feeding strategy is to do the quest [[Skyrim:The_Taste_of_Death|The Taste of Death]] in [[Skyrim:Markarth|Markarth]], but never finish the final step in the quest. After you lure [[Skyrim:Brother_Verulus|Verulus]] to the altar, he will lie down, allowing you to feed on him. Leave him there and you can return to feed whenever you need to, just fast travel to the [[Skyrim:Reachcliff_Secret_Entrance|Reachcliff Secret Entrance]].&lt;br /&gt;
&lt;br /&gt;
After the Dark Brotherhood moves to the Dawnstar Sanctuary, there are only four people available, and only one can be fed upon. The likelihood  that the NPC is sleeping is very low.&lt;br /&gt;
&lt;br /&gt;
== Cure for Vampirism ==&lt;br /&gt;
If you’ve contracted the disease, you won’t become a vampire for three days. Until then, you can get rid of the disease with any [[SR:Cure Disease|Cure Disease]] potion or [[SR:Blessings|blessing]].&lt;br /&gt;
&lt;br /&gt;
After the first three days, the quest for a cure becomes more tedious. To begin the quest, visit any inn. The publican will send you to [[Skyrim:Morthal|Morthal]] to speak to a man named [[Skyrim:Falion|Falion]]. That will start the quest [[Skyrim:Rising_at_Dawn|Rising at Dawn]].&lt;br /&gt;
&lt;br /&gt;
However, if you are in one of the latter stages of Vampirism, the innkeepers will attack you on sight. Eventually, everyone will attack you. If this happens, you will need to feed in order to lessen the effects of your vampirism, making NPCs friendly again.&lt;br /&gt;
&lt;br /&gt;
You can also cure your Vampirism by becoming a Werewolf through the [[Skyrim:Companions|Companions]] faction. However, once you contract [[Skyrim:Werewolves|Lycanthropy]], you gain a 100% resistance to disease and cannot be re-infected with ''Sanguinare Vampiris''. You can, however, become a vampire again if you cure your Lycanthropy.&lt;br /&gt;
&lt;br /&gt;
== Vampire Lore ==&lt;br /&gt;
The book [[Skyrim:Immortal Blood|Immortal Blood]] describes the vampires of Skyrim, &amp;quot;the Volkihar&amp;quot;, as having great supernatural power. The book also claims they are capable of reaching through solid ice to snatch up unsuspecting travelers and freeze them. However, Skyrim's vampires are more akin to their [[Lore:Cyrodiil|Cyrodiilic]] cousins as they are capable of walking in the sun (if having recently fed). Vampirism grows more outwardly noticeable between feedings. The vampires of Skyrim are capable of Frost-based magic and share a number of minor powers with their Cyrodiilic brethren. Skyrim's vampires share the same traits as the Cyrodiilic vampires, able to blend in and more inclined to feed on a sleeping individual. This is contradictory to vampiric lore, as the Cyrodiilic vampires are the only vampires able to maintain a human-like appearance if recently fed. The Volkihar however do not have a change in appearance throughout the stages or when recently fed so their inhuman eyes, pale skin and fangs are present at all times.&lt;br /&gt;
&lt;br /&gt;
== Vampire-Related Quests ==&lt;br /&gt;
* {{Quest Link|Laid to Rest}}&lt;br /&gt;
* {{Quest Link|Trouble in Skyrim}}&lt;br /&gt;
* {{Quest Link|A Daedra's Best Friend}}&lt;br /&gt;
* {{Quest Link|Rising at Dawn}}&lt;br /&gt;
* {{Quest Link|Kill Hern}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Night time begins at 7:00 PM and ends at 5:00 AM. During this time, you will not experience the magicka/health/stamina debuff and Vampire Vision will work properly.&lt;br /&gt;
* With the vampiric power ''Champion of the Night'', you can effectively raise the cap for Illusion spells to over level 70, provided you have all relevant perks and the spell is dual-cast. This can make the game considerably easier for illusionists as almost every opponent is susceptible to Calm, Fear, and Fury spells. Note that Master level Illusion spells do not gain the power increase of dual-casting, and will hence not affect higher level enemies.&lt;br /&gt;
* Despite the 100% resistance to disease effect, you may still receive messages telling you that you have contracted one, but they will never appear in the active effects menu.&lt;br /&gt;
* In [[OB:Porphyric Hemophilia|Oblivion]] and [[Morrowind:Porphyric Hemophilia|Morrowind]], the disease that causes vampirism is named ''Porphyric Hemophilia''.&lt;br /&gt;
* Using the console command '''showracemenu''' while a vampire will reset your character if you change race.&lt;br /&gt;
* If you use the Calm spell, you are able to feed without getting caught in front of NPCs.&lt;br /&gt;
* Drinking the blood of an NPC that you know to be a werewolf will not infect you with lycanthropy and does not provide you with any special benefits.&lt;br /&gt;
* Feeding does not break invisibility, making it much easier to feed without being detected, especially when Muffled and sneaking.&lt;br /&gt;
* Becoming a Vampire makes your character become flagged as undead. As such, the effects of the perk Necromage will affect you too. Shouts, spells and equipment will all receive boosts to their magnitudes. For example, an enchanted ring that supplies 60% Magicka Regen will now provide 75% Magicka Regen.&amp;lt;ref&amp;gt;http://www.gamefaqs.com/boards/615803-the-elder-scrolls-v-skyrim/61641829&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;http://forums.bethsoft.com/topic/1332899-am-i-the-first-to-discover-this-synergy-with-necromage-perk-and-vampirism/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Dunmer are more useful as Vampires due to their fire resistance which partially counters the weakness to fire.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{bug|{{Xbox22}} Attempting to feed on an NPC sleeping in a bed with something next to it (such as a table or chest) can cause the feeding sequence to not animate correctly. The screen will still glow red and you will revert to Stage 1 vampirism, but your character will be stuck in place, unable to move.}}&lt;br /&gt;
{{Bug|}}When playing as a female Nord vampire, quitting the game and reloading the vampire save can result in a burnt or dirty face effect that does not go away on its own. The visual bug can be corrected either by curing vampirism or creating a new save where the PC is infected with the vampire disease but has not yet become a vampire. The mechanics of this fix are explained [http://www.gamefaqs.com/boards/615803-the-elder-scrolls-v-skyrim/61653704?page=2 here]. If this bug has already been triggered and there is no previous 'clean face save', a new one can be created after curing vampirism by doing Falion's quest and then re-contracting the vampire disease. Then before becoming a full vampire, save the game as a fresh file and do not overwrite it. To avoid this glitch in the future, the 'clean face save' must be loaded prior to the primary save file.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim_talk:Dark_Elf&amp;diff=910093</id>
		<title>Skyrim talk:Dark Elf</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim_talk:Dark_Elf&amp;diff=910093"/>
		<updated>2012-03-18T21:26:29Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stacking ==&lt;br /&gt;
Does Ancestor's Wrath stack with fire cloak ect or is it just a fancy fire cloak?--[[User:Thunderbolt|Thunderbolt]] 15:56, 7 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have never tested it, but I don't see what could stop it. [[User:Eric Snowmane|Eric Snowmane]] 19:56, 8 December 2011 (UTC)&lt;br /&gt;
::I'm incredibly late but just popping in to say that it dosen't. [[Special:Contributions/96.245.177.118|96.245.177.118]] 21:26, 18 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Destruction&amp;diff=910089</id>
		<title>Skyrim:Destruction</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Destruction&amp;diff=910089"/>
		<updated>2012-03-18T21:23:26Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: /* Bugs */&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 specialize 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 specialize in two or more.&lt;br /&gt;
*'''[[Skyrim:Fire Damage|Fire]]''' spells deal only Health damage, but deal the most damage of all the elements and is most Magicka-efficient. In addition, they apply &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 Damage, including all creatures with Snow, Ice or Frost prefix, {{SR|Troll}}s or the very common {{SR|Draugr}}. In some dungeons there are [[Skyrim:Traps#Oil Slicks/Oil Lanterns|pools of flammable liquid]] which you can ignite with Fire magic, resulting in impressive conflagrations that can wipe out enemies in seconds. The ''Intense Flames'' perk is of limited use - firstly because humanoid enemies will drop down to their knees when their health is below 10% anyway, and secondly because enemies that do not drop down will run away, forcing you to either kill them with your bow, or chase them for a kill. The ''[[Skyrim:Illusion#Aspect_of_Terror|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;
*'''[[Skyrim:Frost Damage|Frost]]''' spells cost a medium amount of Magicka and inflict 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;
*'''[[Skyrim:Shock Damage|Shock]]''' spells cost the most Magicka and inflict both Health and and Magicka damage, making them 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, although skilled mages with the proper magicka reserves will gain an edge in long combats with similarly-skilled mages. There are three good reasons to use Shock spells, however: firstly, while there are few enemies weak to Shock (save Daedra and Dwemer Animunculi), only the uncommon Storm Atronach resists it, making it equally useful against practically everything and allowing you to save perks by specializing only in one element. Secondly, unlike Fire and Frost, all Shock spells hit instantly wherever you're aiming them, making mid and long-range combat much easier, even though at a more limited range than fire and frost spells. Finally, Shock gets 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 elemental family, the pattern of spells is consistent:&lt;br /&gt;
*A Novice-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 centered 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 ''[[Skyrim:Illusion#Aspect_of_Terror|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 ''[[Skyrim:Illusion#Aspect_of_Terror|Aspect of Terror]]'', Flames is second-most Magicka-efficient spell in the game (after Firebolt), and ''[[Skyrim:Illusion#Aspect_of_Terror|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 spells disintegrate targets if their health is low (under 15%).&lt;br /&gt;
| {{ID|000f3f0e}}&lt;br /&gt;
| 70 Destruction&lt;br /&gt;
| Augmented Shock&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Destruction Dual Casting}}''&lt;br /&gt;
| Dual casting a Destruction spell overcharges the effects into an even more powerful version.&lt;br /&gt;
| {{ID|000153cf}}&lt;br /&gt;
| 20 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Impact}}''&lt;br /&gt;
| Most destruction spells will stagger an opponent when dual cast.&lt;br /&gt;
| {{ID|000153d2}}&lt;br /&gt;
| 40 Destruction&lt;br /&gt;
| Destruction Dual Casting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Skyrim:Destruction Spells}}&lt;br /&gt;
===Spell List Notes===&lt;br /&gt;
{{Skyrim:Spell List Notes|noheader=1}}&lt;br /&gt;
===Magical Effects===&lt;br /&gt;
The following individual effects are all considered to be part of the school of Destruction (see the individual effect pages for full details on availability; the [[Skyrim:Magical Effects#Destruction|Magical Effects]] article also provides a summary):&lt;br /&gt;
* [[Image:O-Fire_small.png|Fire Damage]] [[Skyrim:Fire Damage|Fire Damage]]&lt;br /&gt;
* [[Image:O-Frost_small.png|Frost Damage]] [[Skyrim:Frost Damage|Frost Damage]]&lt;br /&gt;
* [[Image:O-Shock_small.png|Shock Damage]] [[Skyrim:Shock Damage|Shock Damage]]&lt;br /&gt;
&lt;br /&gt;
== Skill Usage==&lt;br /&gt;
Be aware that your Destruction skill level only decreases the casting cost and does not increase the spell damage. To keep using Destruction magic against tougher opponents you will need to either learn stronger spells, pick the damage increasing perks, or (preferably) both. Higher level spells are also required to level up the skill quicker, as the amount of skill progress is higher for higher level spells.&lt;br /&gt;
&lt;br /&gt;
Note that the ''Dual Casting'' perk is Magicka inefficient as it means only 10% damage increase for 40% higher Magicka cost. Unless you have a lot of Magicka or a lot of casting cost reducing gear, it is more efficient to cast two normal spells with both hands (you can still cast two single-cast spells after acquiring the perk by activating one hand then the other in rapid succession, rather than activating both hands simultaneously for the dual-cast version). However, dual-casting has two advantages that, situation depending, may outweigh the additional cost: the DPS of dual-casting is higher, and the ''Impact'' perk provides a guaranteed stagger dependent on the spell. The stagger effect has no effect if the target is already staggering, thus a good balance between efficient damage and shutdown of the target is to alternate a dual-cast with two quick double casts. ''Impact'' does not work with any constant 'stream' spell (Flames, Frostbite), the Novice spells, the Wall-type Expert spells or any Master spell: none of these will benefit from the ''Impact'' stagger effect.&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
===Character Creation===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Destruction:&lt;br /&gt;
* +10 bonus: [[Skyrim:Dunmer|Dunmer]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Altmer|Altmer]], [[Skyrim:Imperial|Imperial]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]] in [[Skyrim:Windhelm|Windhelm]] (Common)&lt;br /&gt;
* [[Skyrim:Sybille Stentor|Sybille Stentor]] in [[Skyrim:Solitude|Solitude]] (Expert)&lt;br /&gt;
* [[Skyrim:Faralda|Faralda]] in the [[Skyrim:College of Winterhold (place)|College of Winterhold]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:The Art of War Magic|The Art of War Magic]]''&lt;br /&gt;
* ''[[Skyrim:Horror of Castle Xyr|Horror of Castle Xyr]]''&lt;br /&gt;
* ''[[Skyrim:A Hypothetical Treachery|A Hypothetical Treachery]]''&lt;br /&gt;
* ''[[Skyrim:Mystery of Talara, v3|Mystery of Talara, v3]]''&lt;br /&gt;
* ''[[Skyrim:Response to Bero's Speech|Response to Bero's Speech]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Destruction reward (and other magic skills) from [[Skyrim:Pantea_Ateia|Pantea Ateia]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Pantea's_Flute|Pantea's Flute]].&lt;br /&gt;
* +5 to Destruction (and other Magic skills)  by selecting &amp;quot;The Path of Magic&amp;quot; when reading the [[Skyrim:Oghma Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* Casting higher level spells gives generally faster skill increases (Novice&amp;lt;Apprentice&amp;lt;Adept&amp;lt;Expert&amp;lt;Master).&lt;br /&gt;
* [[Skyrim:Regenerate Magicka|Regenerate Magicka]] effects help reduce downtimes while training. &lt;br /&gt;
* It is possible to reduce or even completely eliminate the magicka cost of spells by stacking [[Skyrim:Fortify Destruction|Fortify Destruction]] enchanting effects, which is very helpful.&lt;br /&gt;
* Good 'dummies' for training include [[Skyrim:Shadowmere|Shadowmere]], [[Skyrim:Hadvar|Hadvar]]/[[Skyrim:Ralof|Ralof]] during [[Skyrim:Unbound|Unbound]], [[SR:Derkeethus|Derkeethus]], [[Skyrim:Esbern|Esbern]] before [[Skyrim:A_Cornered_Rat|A Cornered Rat]] (use Sparks or Ice Storm to hit him through the door, or place runes right next to where he's standing, and  then activate the door when his health gets too low to reset him and any bounties you might acquire), [[Skyrim:Paarthurnax_(dragon)|Paarthurnax]] (before starting [[Skyrim:Paarthurnax|his quest]]) and [[Skyrim:M'aiq_the_Liar|M'aiq the Lair]], conjured creatures, and torture victims.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*When you bash an opponent with your torch, it will count towards the Destruction Skill: the fire damage from the Torch is registered as magical fire damage like that of a spell, similar to how Dragon Shouts can be blocked by Ward Spells, because they are considered magical attacks.&lt;br /&gt;
*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, 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. Furthermore, since Wall of Flames does not wake enclosed draugr, it can be applied around or in front of a sarcophagus before awakening the draugr within, resulting in nearly instant kills as they emerge.&lt;br /&gt;
*Ice Storm can travel through walls or other obstructions.&lt;br /&gt;
*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 you from the rear).&lt;br /&gt;
*With a high enough level of destruction, passing guards may say &amp;quot;Destruction magick's fine; just don't go burning down any buildings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Many effects are not correctly affected by the Augmented Fire, Augmented Frost, and Augmented Shock perks.  These perks rely upon the &amp;lt;code&amp;gt;MagicDamageFire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MagicDamageFrost&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;MagicDamageShock&amp;lt;/code&amp;gt; keywords to identify which magic effects should be enhanced by the perks, however many spell effects are missing those keywords, whereas other effects incorrectly have them.  Specifically:&lt;br /&gt;
** Cloak and Rune spells only display their base damage.&lt;br /&gt;
** All [[Skyrim:Damage Stamina|Damage Stamina]] enchantments are affected by the Augmented Fire perk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Destruction&amp;diff=910088</id>
		<title>Skyrim:Destruction</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Destruction&amp;diff=910088"/>
		<updated>2012-03-18T21:21:12Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: /* Bugs */&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 specialize 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 specialize in two or more.&lt;br /&gt;
*'''[[Skyrim:Fire Damage|Fire]]''' spells deal only Health damage, but deal the most damage of all the elements and is most Magicka-efficient. In addition, they apply &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 Damage, including all creatures with Snow, Ice or Frost prefix, {{SR|Troll}}s or the very common {{SR|Draugr}}. In some dungeons there are [[Skyrim:Traps#Oil Slicks/Oil Lanterns|pools of flammable liquid]] which you can ignite with Fire magic, resulting in impressive conflagrations that can wipe out enemies in seconds. The ''Intense Flames'' perk is of limited use - firstly because humanoid enemies will drop down to their knees when their health is below 10% anyway, and secondly because enemies that do not drop down will run away, forcing you to either kill them with your bow, or chase them for a kill. The ''[[Skyrim:Illusion#Aspect_of_Terror|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;
*'''[[Skyrim:Frost Damage|Frost]]''' spells cost a medium amount of Magicka and inflict 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;
*'''[[Skyrim:Shock Damage|Shock]]''' spells cost the most Magicka and inflict both Health and and Magicka damage, making them 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, although skilled mages with the proper magicka reserves will gain an edge in long combats with similarly-skilled mages. There are three good reasons to use Shock spells, however: firstly, while there are few enemies weak to Shock (save Daedra and Dwemer Animunculi), only the uncommon Storm Atronach resists it, making it equally useful against practically everything and allowing you to save perks by specializing only in one element. Secondly, unlike Fire and Frost, all Shock spells hit instantly wherever you're aiming them, making mid and long-range combat much easier, even though at a more limited range than fire and frost spells. Finally, Shock gets 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 elemental family, the pattern of spells is consistent:&lt;br /&gt;
*A Novice-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 centered 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 ''[[Skyrim:Illusion#Aspect_of_Terror|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 ''[[Skyrim:Illusion#Aspect_of_Terror|Aspect of Terror]]'', Flames is second-most Magicka-efficient spell in the game (after Firebolt), and ''[[Skyrim:Illusion#Aspect_of_Terror|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 spells disintegrate targets if their health is low (under 15%).&lt;br /&gt;
| {{ID|000f3f0e}}&lt;br /&gt;
| 70 Destruction&lt;br /&gt;
| Augmented Shock&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Destruction Dual Casting}}''&lt;br /&gt;
| Dual casting a Destruction spell overcharges the effects into an even more powerful version.&lt;br /&gt;
| {{ID|000153cf}}&lt;br /&gt;
| 20 Destruction&lt;br /&gt;
| Novice Destruction&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Impact}}''&lt;br /&gt;
| Most destruction spells will stagger an opponent when dual cast.&lt;br /&gt;
| {{ID|000153d2}}&lt;br /&gt;
| 40 Destruction&lt;br /&gt;
| Destruction Dual Casting&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
{{Skyrim:Destruction Spells}}&lt;br /&gt;
===Spell List Notes===&lt;br /&gt;
{{Skyrim:Spell List Notes|noheader=1}}&lt;br /&gt;
===Magical Effects===&lt;br /&gt;
The following individual effects are all considered to be part of the school of Destruction (see the individual effect pages for full details on availability; the [[Skyrim:Magical Effects#Destruction|Magical Effects]] article also provides a summary):&lt;br /&gt;
* [[Image:O-Fire_small.png|Fire Damage]] [[Skyrim:Fire Damage|Fire Damage]]&lt;br /&gt;
* [[Image:O-Frost_small.png|Frost Damage]] [[Skyrim:Frost Damage|Frost Damage]]&lt;br /&gt;
* [[Image:O-Shock_small.png|Shock Damage]] [[Skyrim:Shock Damage|Shock Damage]]&lt;br /&gt;
&lt;br /&gt;
== Skill Usage==&lt;br /&gt;
Be aware that your Destruction skill level only decreases the casting cost and does not increase the spell damage. To keep using Destruction magic against tougher opponents you will need to either learn stronger spells, pick the damage increasing perks, or (preferably) both. Higher level spells are also required to level up the skill quicker, as the amount of skill progress is higher for higher level spells.&lt;br /&gt;
&lt;br /&gt;
Note that the ''Dual Casting'' perk is Magicka inefficient as it means only 10% damage increase for 40% higher Magicka cost. Unless you have a lot of Magicka or a lot of casting cost reducing gear, it is more efficient to cast two normal spells with both hands (you can still cast two single-cast spells after acquiring the perk by activating one hand then the other in rapid succession, rather than activating both hands simultaneously for the dual-cast version). However, dual-casting has two advantages that, situation depending, may outweigh the additional cost: the DPS of dual-casting is higher, and the ''Impact'' perk provides a guaranteed stagger dependent on the spell. The stagger effect has no effect if the target is already staggering, thus a good balance between efficient damage and shutdown of the target is to alternate a dual-cast with two quick double casts. ''Impact'' does not work with any constant 'stream' spell (Flames, Frostbite), the Novice spells, the Wall-type Expert spells or any Master spell: none of these will benefit from the ''Impact'' stagger effect.&lt;br /&gt;
&lt;br /&gt;
==Skill Increases==&lt;br /&gt;
===Character Creation===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Destruction:&lt;br /&gt;
* +10 bonus: [[Skyrim:Dunmer|Dunmer]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Altmer|Altmer]], [[Skyrim:Imperial|Imperial]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]] in [[Skyrim:Windhelm|Windhelm]] (Common)&lt;br /&gt;
* [[Skyrim:Sybille Stentor|Sybille Stentor]] in [[Skyrim:Solitude|Solitude]] (Expert)&lt;br /&gt;
* [[Skyrim:Faralda|Faralda]] in the [[Skyrim:College of Winterhold (place)|College of Winterhold]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:The Art of War Magic|The Art of War Magic]]''&lt;br /&gt;
* ''[[Skyrim:Horror of Castle Xyr|Horror of Castle Xyr]]''&lt;br /&gt;
* ''[[Skyrim:A Hypothetical Treachery|A Hypothetical Treachery]]''&lt;br /&gt;
* ''[[Skyrim:Mystery of Talara, v3|Mystery of Talara, v3]]''&lt;br /&gt;
* ''[[Skyrim:Response to Bero's Speech|Response to Bero's Speech]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Destruction reward (and other magic skills) from [[Skyrim:Pantea_Ateia|Pantea Ateia]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Pantea's_Flute|Pantea's Flute]].&lt;br /&gt;
* +5 to Destruction (and other Magic skills)  by selecting &amp;quot;The Path of Magic&amp;quot; when reading the [[Skyrim:Oghma Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* Casting higher level spells gives generally faster skill increases (Novice&amp;lt;Apprentice&amp;lt;Adept&amp;lt;Expert&amp;lt;Master).&lt;br /&gt;
* [[Skyrim:Regenerate Magicka|Regenerate Magicka]] effects help reduce downtimes while training. &lt;br /&gt;
* It is possible to reduce or even completely eliminate the magicka cost of spells by stacking [[Skyrim:Fortify Destruction|Fortify Destruction]] enchanting effects, which is very helpful.&lt;br /&gt;
* Good 'dummies' for training include [[Skyrim:Shadowmere|Shadowmere]], [[Skyrim:Hadvar|Hadvar]]/[[Skyrim:Ralof|Ralof]] during [[Skyrim:Unbound|Unbound]], [[SR:Derkeethus|Derkeethus]], [[Skyrim:Esbern|Esbern]] before [[Skyrim:A_Cornered_Rat|A Cornered Rat]] (use Sparks or Ice Storm to hit him through the door, or place runes right next to where he's standing, and  then activate the door when his health gets too low to reset him and any bounties you might acquire), [[Skyrim:Paarthurnax_(dragon)|Paarthurnax]] (before starting [[Skyrim:Paarthurnax|his quest]]) and [[Skyrim:M'aiq_the_Liar|M'aiq the Lair]], conjured creatures, and torture victims.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*When you bash an opponent with your torch, it will count towards the Destruction Skill: the fire damage from the Torch is registered as magical fire damage like that of a spell, similar to how Dragon Shouts can be blocked by Ward Spells, because they are considered magical attacks.&lt;br /&gt;
*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, 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. Furthermore, since Wall of Flames does not wake enclosed draugr, it can be applied around or in front of a sarcophagus before awakening the draugr within, resulting in nearly instant kills as they emerge.&lt;br /&gt;
*Ice Storm can travel through walls or other obstructions.&lt;br /&gt;
*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 you from the rear).&lt;br /&gt;
*With a high enough level of destruction, passing guards may say &amp;quot;Destruction magick's fine; just don't go burning down any buildings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{Bug|Many effects are not correctly affected by the Augmented Fire, Augmented Frost, and Augmented Shock perks.  These perks rely upon the &amp;lt;code&amp;gt;MagicDamageFire&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;MagicDamageFrost&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;MagicDamageShock&amp;lt;/code&amp;gt; keywords to identify which magic effects should be enhanced by the perks, however many spell effects are missing those keywords, whereas other effects incorrectly have them.  Specifically:&lt;br /&gt;
** Cloak spells are not affected by damage-increasing passives&lt;br /&gt;
** Rune spells do not display their real damage amount.&lt;br /&gt;
** All [[Skyrim:Damage Stamina|Damage Stamina]] enchantments are affected by the Augmented Fire perk.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Restoration&amp;diff=910076</id>
		<title>Skyrim:Restoration</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Restoration&amp;diff=910076"/>
		<updated>2012-03-18T20:52:01Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: Something I came accross is that most of the restore stamina effects used do not properly set their conditions and so affect automata, and in the case of grand healing it has absolutely no conditions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Restoration.png&lt;br /&gt;
|Special=Magic&lt;br /&gt;
|ExTrail=[[Skyrim:Magic Overview|Magic]]&lt;br /&gt;
}}&lt;br /&gt;
'''Restoration''' is one of the five schools of [[Skyrim:Magic|magic]] in Skyrim. Restoration magic focuses on spells that cure physical ailments. Increasing this skill reduces Magicka cost when casting Restoration spells, and increases the benefit you receive from items enchanted with {{SR|Fortify Skill}}. Historical information about the School of Restoration is provided in the [[Lore:Restoration|lore article]]. The Restoration skill tree has a total of 12 perks, requiring a total of 13 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
Skyrim's Restoration spells fall into a few basic types:&lt;br /&gt;
* Multi-Level&lt;br /&gt;
** Heal (all at once or over time, yourself or a target)&lt;br /&gt;
** Shield (channeled, but works vs. physical and magical)&lt;br /&gt;
** Undead Coward (makes undead flee)&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The School of Restoration involves control over life forces.  This skill makes it easier to cast spells like Healing, Turn Undead, and magical Wards.''&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Restoration offers a range of healing and protection spells and perks, in particular;&lt;br /&gt;
*'''{{SR|Restore Health|Healing}}''' spells restore Health (and with the right perk, Stamina) for yourself and other characters. However, given that both regenerate spontaneously at a reasonable rate, and Restore Health or Stamina potions are fairly easy to find or create, Healing spells are not necessarily your preferred option to restore these stats.&lt;br /&gt;
*'''{{SR|Ward}}''' spells provide armour protection and magic resistance. These can be powerful spells, particularly for mage characters who shun armor, and particularly if you choose perks which mean that you absorb Magicka from spells. For instance, the mid-level ''Steadfast Ward'' spell will give total protection from low-level dragon breath. Many mages will often adventure with a Ward equipped in one hand and a Destruction spell in the other. However, wards are very magicka-intensive and cannot be sustained for a long combat.&lt;br /&gt;
*'''{{SR|Turn Undead}}''' and '''Protection from Undead''' spells cause {{SR|Undead}} targets to flee from the caster - however in most circumstances, players will prefer to (re)kill them, rather than Turn them. (One Restoration perk does increase the power of {{SR|Destruction}} spells aimed at the Undead)&lt;br /&gt;
*Two perks give '''faster Magicka regeneration''', potentially very helpful for mage characters who use a lot of Magicka.&lt;br /&gt;
An alternative to the protection offered by Wards can be found in the defensive spells in the school of {{SR|Alteration}}, though the Alteration spells are not effective against magic.&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=400}}{{Perk Tree&lt;br /&gt;
|perks=&lt;br /&gt;
{{Image Mark|548|657|Novice Restoration|mark_alt=Novice Restoration: 0 Restoration. Cast Novice level Restoration spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|582|483|Apprentice Restoration|mark_alt=Apprentice Restoration: 25 Restoration. Cast Apprentice level Restoration spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|530|300|Adept Restoration|mark_alt=Adept Restoration: 50 Restoration. Cast Adept level Restoration spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|546|143|Expert Restoration|mark_alt=Expert Restoration: 75 Restoration. Cast Expert level Restoration spells for half magicka.|position=right}}&lt;br /&gt;
{{Image Mark|460|86|Master Restoration|mark_alt=Master Restoration: 100 Restoration. Cast Master level Restoration spells for half magicka.|position=top}}&lt;br /&gt;
{{Image Mark|806|443|Recovery|mark_alt=Recovery (2 ranks): 30/60 Restoration. Magicka regenerates 25/50% faster.|position=top}}&lt;br /&gt;
{{Image Mark|874|326|Avoid Death|mark_alt=Avoid Death: 90 Restoration. Once a day, heals 250 points automatically if you fall below 10% health.|position=top}}&lt;br /&gt;
{{Image Mark|373|468|Regeneration|mark_alt=Regeneration: 20 Restoration. Healing spells cure 50% more.|position=top}}&lt;br /&gt;
{{Image Mark|195|240|Necromage|mark_alt=Necromage: 70 Restoration. All spells are more effective against undead.|position=top}}&lt;br /&gt;
{{Image Mark|138|412|Respite|mark_alt=Respite: 40 Restoration. Healing spells also restore Stamina.|position=bottom}}&lt;br /&gt;
{{Image Mark|735|536|Restoration Dual Casting|mark_alt=Restoration Dual Casting: 20 Restoration. Dual casting a Restoration spell overcharges the effects into an even more powerful version.|position=bottomright}}&lt;br /&gt;
{{Image Mark|399|254|Ward Absorb|mark_alt=Ward Absorb: 60 Restoration. Wards recharge your magicka when hit with spells.|position=top}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Novice Restoration}}''&lt;br /&gt;
| Cast Novice level Restoration spells for half magicka.&lt;br /&gt;
| {{ID|000f2caa}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Apprentice Restoration}}''&lt;br /&gt;
| Cast Apprentice level Restoration spells for half magicka.&lt;br /&gt;
| {{ID|000c44c7}}&lt;br /&gt;
| 25 Restoration&lt;br /&gt;
| Novice Restoration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Adept Restoration}}''&lt;br /&gt;
| Cast Adept level Restoration spells for half magicka.&lt;br /&gt;
| {{ID|000c44c8}}&lt;br /&gt;
| 50 Restoration&lt;br /&gt;
| Apprentice Restoration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Expert Restoration}}''&lt;br /&gt;
| Cast Expert level Restoration spells for half magicka.&lt;br /&gt;
| {{ID|000c44c9}}&lt;br /&gt;
| 75 Restoration&lt;br /&gt;
| Adept Restoration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Master Restoration}}''&lt;br /&gt;
| Cast Master level Restoration spells for half magicka.&lt;br /&gt;
| {{ID|000c44ca}}&lt;br /&gt;
| 100 Restoration&lt;br /&gt;
| Expert Restoration&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Recovery}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Magicka regenerates 25% faster.&lt;br /&gt;
| {{ID|000581f4}}&lt;br /&gt;
| 30 Restoration&lt;br /&gt;
| Novice Restoration&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Magicka regenerates 50% faster.&lt;br /&gt;
| {{ID|000581f5}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Restoration&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Avoid Death}}''&lt;br /&gt;
| Once a day, heals 250 points automatically if you fall below 10% health. (Only if the damage does not kill you.)&lt;br /&gt;
| {{ID|000a3f64}}&lt;br /&gt;
| 90 Restoration&lt;br /&gt;
| Recovery&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Regeneration}}''&lt;br /&gt;
| Healing spells cure 50% more.&lt;br /&gt;
| {{ID|000581f8}}&lt;br /&gt;
| 20 Restoration&lt;br /&gt;
| Novice Restoration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Necromage}}''&lt;br /&gt;
| All spells are more effective against undead. (+25% effect and +50% effect duration)&lt;br /&gt;
| {{ID|000581e4}}&lt;br /&gt;
| 70 Restoration&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Respite}}''&lt;br /&gt;
| Healing spells also restore Stamina. (Note: because of errors, healing spells will store restore stamina to enemies and automata, Grand Healing will restore it to all creatures including undead and daedra)&lt;br /&gt;
| {{ID|000581f9}}&lt;br /&gt;
| 40 Restoration&lt;br /&gt;
| Novice Restoration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Restoration Dual Casting}}''&lt;br /&gt;
| Dual casting a Restoration spell overcharges the effects into an even more powerful version.&lt;br /&gt;
| {{ID|000153d1}}&lt;br /&gt;
| 20 Restoration&lt;br /&gt;
| Novice Restoration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Ward Absorb}}''&lt;br /&gt;
| Wards recharge your magicka when hit with spells.&lt;br /&gt;
| {{ID|00068bcc}}&lt;br /&gt;
| 60 Restoration&lt;br /&gt;
| Novice Restoration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{Skyrim:Restoration Spells}}&lt;br /&gt;
&lt;br /&gt;
===Spell List Notes===&lt;br /&gt;
{{Skyrim:Spell List Notes|noheader=1}}&lt;br /&gt;
&lt;br /&gt;
===Magical Effects===&lt;br /&gt;
A list of standard restoration spells can be found on the [[Skyrim:Restoration Spells|Restoration Spells]] page.  The following individual effects are all considered to be be part of the school of Restoration (see the individual effect pages for full details on availability; the [[Skyrim:Magical Effects#Restoration|Magical Effects]] article also provides a summary):&lt;br /&gt;
*[[Image:O-Cure_small.png|Cure Disease]] [[Skyrim:Cure Disease|Cure Disease]]&lt;br /&gt;
*[[Image:O-Cure_small.png|Cure Poison]] [[Skyrim:Cure Poison|Cure Poison]]&lt;br /&gt;
*[[Image:O-Fortify_small.png|Fortify Health]] [[Skyrim:Fortify Health|Fortify Health]]&lt;br /&gt;
*[[Image:O-Fortify_small.png|Fortify Magicka]] [[Skyrim:Fortify Magicka|Fortify Magicka]]&lt;br /&gt;
*[[Image:O-Fortify_small.png|Fortify Skill]] [[Skyrim:Fortify Skill|Fortify Skill]]&lt;br /&gt;
*[[Image:O-Fortify_small.png|Fortify Spells]] [[Skyrim:Fortify Spells|Fortify Spells]] (unique to [[Skyrim:Saarthal Amulet|Saarthal Amulet]])&lt;br /&gt;
*[[Image:O-Fortify_small.png|Fortify Stamina]] [[Skyrim:Fortify Stamina|Fortify Stamina]]&lt;br /&gt;
*[[Image:O-Restore_small.png|Restore Health]] [[Skyrim:Regenerate Health|Regenerate Health]]&lt;br /&gt;
*[[Image:O-Restore_small.png|Restore Magicka]] [[Skyrim:Regenerate Magicka|Regenerate Magicka]]&lt;br /&gt;
*[[Image:O-Restore_small.png|Restore Stamina]] [[Skyrim:Regenerate Stamina|Regenerate Stamina]]&lt;br /&gt;
*[[Image:O-Restore_small.png|Restore Health]] [[Skyrim:Restore Health|Restore Health]]&lt;br /&gt;
*[[Image:O-Restore_small.png|Restore Magicka]] [[Skyrim:Restore Magicka|Restore Magicka]]&lt;br /&gt;
*[[Image:O-Restore_small.png|Restore Stamina]] [[Skyrim:Restore Stamina|Restore Stamina]]&lt;br /&gt;
*[[Image:O-TurnUndead_small.png|Turn Undead]] [[Skyrim:Turn Undead|Turn Undead]]&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 Restoration:&lt;br /&gt;
* +10 bonus: [[Skyrim:Imperial|Imperial]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Altmer|Altmer]], [[Skyrim:Argonian|Argonian]], [[Skyrim:Breton|Breton]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Keeper Carcette|Keeper Carcette]] in the [[Skyrim:Hall of the Vigilant|Hall of the Vigilant]] (Expert)&lt;br /&gt;
* [[Skyrim:Colette Marence|Colette Marence]] in the [[Skyrim:College of Winterhold (place)|College of Winterhold]] (Expert)&lt;br /&gt;
* [[Skyrim:Danica Pure-Spring|Danica Pure-Spring]] in [[Skyrim:Whiterun|Whiterun]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:2920, Rain's Hand, v4|2920, Rain's Hand, v4]]''&lt;br /&gt;
* ''[[Skyrim:The Exodus|The Exodus]]''&lt;br /&gt;
* ''[[Skyrim:Mystery of Talara, v 2|Mystery of Talara, v 2]]''&lt;br /&gt;
* ''[[Skyrim:Racial Phylogeny|Racial Phylogeny]]''&lt;br /&gt;
* ''[[Skyrim:Withershins|Withershins]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Restoration reward (and other magic skills) from [[Skyrim:Pantea_Ateia|Pantea Ateia]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Pantea's_Flute|Pantea's Flute]].&lt;br /&gt;
* +5 to Restoration (and other Magic skills)  by selecting &amp;quot;The Path of Magic&amp;quot; when reading the [[Skyrim:Oghma Infinium|Oghma Infinium]] after completing the quest [[Skyrim:Discerning_the_Transmundane|Discerning the Transmundane]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* Casting higher level spells gives generally faster skill increases (Novice&amp;lt;Apprentice&amp;lt;Adept&amp;lt;Expert&amp;lt;Master).&lt;br /&gt;
* [[Skyrim:Regenerate Magicka|Regenerate Magicka]] effects help reduce downtimes while training. &lt;br /&gt;
* It is possible to reduce or even completely eliminate the magicka cost of spells by stacking [[Skyrim:Fortify Restoration|Fortify Restoration]] enchanting effects, which is very helpful, but also quite overpowered.&lt;br /&gt;
* Restoration leveling by healing requires that you heal actual damage to yourself or another character; unlike previous games you cannot simply cast Heal on yourself and others to gain experience. There are countless ways to harm yourself and then cast a healing spell to to gain experience. The key to all of them is to find a controlled way to level the skill by harming and healing yourself. A useful trick for harming yourself is to cast  [[Skyrim:Equilibrium|Equilibrium]] which drains your health and restores your magicka.  The quest [[Skyrim:Darkness_Returns|Darkness Returns]] has a section with significant controlled damage.&lt;br /&gt;
* Alternatively, you may instead opt for a follower to be continually put in harm's way (usually by having them repeatedly trigger a trap), while you use either healing hands or heal other to continually heal them. This may be a slightly slower method, but it's far less risky.&lt;br /&gt;
* Circle of Protection can be cast at any time for skill experience, but can be hard to obtain at low skill levels.&lt;br /&gt;
* Using Heal Other or Healing Hands while training in [[Skyrim:Archery|Archery]], [[Skyrim:One_handed|One Handed]], [[Skyrim:Two-handed|Two Handed]] or [[Skyrim:Destruction|Destruction]] is also highly recommend, and increases the available list of targets for both significantly.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Restoration Dual Casting does not boost the level of a [[Skyrim:Turn Undead|Turn Undead]] spell, unlike the equivalent [[Skyrim:Illusion|Illusion]] spells.&lt;br /&gt;
* Turn Undead spells will stagger an Undead target, even if the target is too high of level to be affected by the fear effect.&lt;br /&gt;
* ''Necromage'' boosts the power of Turn Undead spells by about 25%. It also offers increased effects for all spells when cast on Undead, such as increased damage to [[Skyrim:Destruction Spells|Destruction Spells]] and staves when used against Undead ([[Skyrim:Draugr|Draugr]], [[Skyrim:Vampire|Vampire]], and [[Skyrim:Dragon Priest|Dragon Priest]]) targets.  Notably, it also increases the level cap of all [[Skyrim:Reanimate|Reanimate]] spells cast on Undead allowing player to raise the most powerful minions (like [[Skyrim:Volkihar Vampire|Volkihar Vampire]], lvl 48) using [[Skyrim:Dead Thrall|Dead Thrall]] spell.&lt;br /&gt;
* ''Respite'''s Stamina restoration is based on the spell being used. The ''Regeneration'' perk will improve its effects along with Health restoration.&lt;br /&gt;
*A player with [[Skyrim:Vampirism|Vampirism]] and ''Necromage'' will receive greater benefits from self-targeting spell effects, as the player is flagged as undead.&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Block&amp;diff=909444</id>
		<title>Skyrim:Block</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Block&amp;diff=909444"/>
		<updated>2012-03-18T00:31:34Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: This may not be the best placement but shield wall lies about the numbers, if you check the game data you'll find it is 10, 20, 30, 40, 50 rather than 20, 25, 30, 35, 40&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Block.png&lt;br /&gt;
|Special=Combat&lt;br /&gt;
|ExTrail=[[Skyrim:Combat|Combat]]&lt;br /&gt;
}}&lt;br /&gt;
'''Block''' allows you to reduce damage from melee and ranged combat, using a shield or weapons.  As perks are gained, block allows you to do damage with your shield, or disarm your opponent. The Block skill tree has a total of 9 perks, requiring a total of 13 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The art of blocking an enemy's blows with a shield or weapon.  Blocking reduces the damage and staggering from physical attacks.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=300}}&lt;br /&gt;
{{Perk Tree|perks=&lt;br /&gt;
{{Image Mark|x=525|y=790|label=Shield Wall|mark_alt=Shield Wall (5 ranks): 0/20/40/60/80 Block. Blocking is 20/25/30/35/40% more effective|position=right}}&lt;br /&gt;
{{Image Mark|x=93|y=577|label=Deflect Arrows|mark_alt=Deflect Arrows: 30 Block|position=bottomright}}&lt;br /&gt;
{{Image Mark|x=340|y=160 |label=Block Runner|position=left|mark_alt=Block Runner: 70 Block. Able to move faster with a shield or weapon raised.}}&lt;br /&gt;
{{Image Mark|x=215|y=240|label=Elemental Protection|position=right}}&lt;br /&gt;
{{Image Mark|x=428|y=500|label=Quick Reflexes|mark_alt=Quick Reflexes: 30 Block. Time slows down if you are blocking during an enemy's power attack|position=top}}&lt;br /&gt;
{{Image Mark|x=888|y=563|label=Power Bash|mark_alt=Power Bash: 30 Block. Able to do a power bash|position=left}}&lt;br /&gt;
{{Image Mark|x=868|y=325|label=Deadly Bash|mark_alt=Deadly Bash: 50 Block. Bashing does five times more damage.|position=left}}&lt;br /&gt;
{{Image Mark|x=785|y=150 |label=Disarming Bash|mark_alt=Bash Disarm: 70 Block. Chance to disarm when power bashing.|position=bottom}}&lt;br /&gt;
{{Image Mark|x=525|y=92 |label=Shield Charge|mark_alt=Shield Charge: 100 Block. Sprinting with a shield raised knocks down most targets.|position=right}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=5|''{{LE|Shield Wall}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Blocking is 20% more effective. [Actually 10%]&lt;br /&gt;
| {{ID|000bccae}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Blocking is 25% more effective. [Actually 20%]&lt;br /&gt;
| {{ID|00079355}}&lt;br /&gt;
| 20 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Blocking is 30% more effective.&lt;br /&gt;
| {{ID|00079356}}&lt;br /&gt;
| 40 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Blocking is 35% more effective. [Actually 40%]&lt;br /&gt;
| {{ID|00079357}}&lt;br /&gt;
| 60 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Blocking is 40% more effective. [Actually 50%]&lt;br /&gt;
| {{ID|00079358}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; 80 Block&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deflect Arrows}}''&lt;br /&gt;
| Arrows that hit the shield do no damage.&lt;br /&gt;
| {{ID|00058f68}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Elemental Protection}}''&lt;br /&gt;
| Blocking with a shield reduces incoming fire, frost, and shock damage by 50%.&lt;br /&gt;
| {{ID|00058f69}}&lt;br /&gt;
| 50 Block&lt;br /&gt;
| Deflect Arrows&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Block Runner}}''&lt;br /&gt;
| Able to move faster with a shield or weapon raised.&lt;br /&gt;
| {{ID|00106253}}&lt;br /&gt;
| 70 Block&lt;br /&gt;
| Elemental Protection&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Power Bash}}''&lt;br /&gt;
| Able to do a power bash.&lt;br /&gt;
| {{ID|00058f67}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Deadly Bash}}''&lt;br /&gt;
| Bashing does five times more damage.&lt;br /&gt;
| {{ID|0005f594}}&lt;br /&gt;
| 50 Block&lt;br /&gt;
| Power Bash&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Disarming Bash}}''&lt;br /&gt;
| Chance to disarm when power bashing.&lt;br /&gt;
| {{ID|00058f66}}&lt;br /&gt;
| 70 Block&lt;br /&gt;
| Deadly Bash&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Shield Charge}}''&lt;br /&gt;
| Sprinting with a shield raised knocks down most targets.&lt;br /&gt;
| {{ID|00058f6a}}&lt;br /&gt;
| 100 Block&lt;br /&gt;
| Disarming Bash ''or'' Block Runner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Quick Reflexes}}''&lt;br /&gt;
| Time slows down if you are blocking during an enemy's power attack.&lt;br /&gt;
| {{ID|000d8c33}}&lt;br /&gt;
| 30 Block&lt;br /&gt;
| Shield Wall&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skill Usage ==&lt;br /&gt;
If nothing, a shield or a torch is equipped in the left hand, or if a two-handed weapon is equipped, incoming attacks can be blocked by holding the [[Skyrim:Controls#Left Hand|Left Hand]] (block) control. While blocking, movement speed is reduced. Blocking cannot be used when dual-wielding weapons or when a spell is assigned to both hands.  Blocking is always done with the left hand and shields can only be equipped to the left hand, despite pre-release statements to the contrary.&lt;br /&gt;
&lt;br /&gt;
When you are blocking, the damage reduction is determined by your Block skill level and is improved by perks and [[Skyrim:Fortify Block|Fortify Block]] effects. Maximum blocking effectiveness is 85%. &lt;br /&gt;
&lt;br /&gt;
Attempting to [[Skyrim:Controls#Attack|attack]] while blocking will execute a basic shield bash that may stagger an opponent and can interrupt an opponent's power attack. All forms of bashing can be done using two-handed weapons or bows, as well as shields. &lt;br /&gt;
&lt;br /&gt;
The Elemental Protection perk blocks spell damage taken from any angle, not just spells that actually hit the shield. Its damage reduction stacks multiplicatively with other spell resistances, but it will only reduce health damage taken. Secondary effects such as Stamina and Magicka loss still occur normally.&lt;br /&gt;
&lt;br /&gt;
== Skill Increases==&lt;br /&gt;
If you take Vegetable soup or any food item that regenerates stamina over 720 seconds you can shield bash or power bash an unlimited amount of times, resulting in your target being stun locked and unable to attack you. This will slowly kill them and level your Block very quickly without you taking any damage. If you're looking to level Block quickly, do not take the Deadly Bash perk, as even on Master Difficulty you will quickly kill bosses with Shield Bash.&lt;br /&gt;
&lt;br /&gt;
If you're looking to 'boost' your shield skill, one strategy is to engage a single Mudcrab. Holding down your block button should increase your blocking by at least 2-3 levels per minute.&lt;br /&gt;
&lt;br /&gt;
If you wish to level up your block skill later in the game, an ideal opponent is the Draugr Deathlord, because it will attack you with a very powerful bow. By continuously blocking its arrows and by healing your health and stamina as necessary, you can raise your block skill from its base level to level 75 in approximately 10 minutes, and then the rest of the way to level 100 in approximately 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Once you become the harbinger of the [[Skyrim:Companions|Companions]], you can exploit the [[Skyrim:Followers#Follower_Trainers|Follower/Trainer]] method with [[Skyrim:Njada Stonearm|Njada Stonearm]].&lt;br /&gt;
&lt;br /&gt;
Also, if you have a good block rating, you can get the last points by blocking dragons after forcing them to land (about 5 hits by Ancient Dragon for one level when over 90, 100th requires 6). For mid-high levels, the same technique can be used against giants and mammoths, which are more plentiful in the early game. &lt;br /&gt;
&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] provide initial skill bonuses in Block:&lt;br /&gt;
* +5 bonus: [[Skyrim:Imperial|Imperial]], [[Skyrim:Nord|Nord]], [[Skyrim:Orc|Orc]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Njada Stonearm|Njada Stonearm]] of the Companions in [[Skyrim:Whiterun|Whiterun]] (Expert)&lt;br /&gt;
* [[Skyrim:Chief Larak|Chief Larak]] in [[Skyrim:Mor Khazgur|Mor Khazgur]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:Battle of Red Mountain|Battle of Red Mountain]]''&lt;br /&gt;
* ''[[Skyrim:A Dance in Fire, v2|A Dance in Fire, v2]]''&lt;br /&gt;
* ''[[Skyrim:Death Blow of Abernanit|Death Blow of Abernanit]]''&lt;br /&gt;
* ''[[Skyrim:The Mirror|The Mirror]]''&lt;br /&gt;
* ''[[Skyrim:Warrior (book)|Warrior]]''&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Free_Skill_Boosts|Free Skill Boosts]]===&lt;br /&gt;
* +1 Block reward (as well as +1 [[Skyrim:One-handed|One-handed]]) from [[Skyrim:Amren|Amren]] ([[Skyrim:Whiterun|Whiterun]]) for completing the quest [[Skyrim:Dungeon Delving (Bandits)|Find Amren's Family Sword inside &amp;lt;Alias=Dungeon&amp;gt;]].&lt;br /&gt;
* +1 Block reward from [[Skyrim:Roggi Knot-Beard|Roggi Knot-Beard]] ([[sr:Kynesgrove|Kynesgrove]]) for completing the quest [[sr:Dungeon Delving (Caves)|Find Roggi's Ancestral Shield inside &amp;lt;Alias=Dungeon&amp;gt;]].&lt;br /&gt;
* +1 Block reward (as well as +1 to all other combat skills) from [[Skyrim:Giraud Gemane|Giraud Gemane]] ([[Skyrim:Bards_College|Bards College]]) for completing the quest [[Skyrim:Rjorn's Drum|Rjorn's Drum]].&lt;br /&gt;
* +1 Block reward (as well as +1 [[Skyrim:One-handed|One-handed]]) from the [[Skyrim:Ghost of Old Hroldan|Ghost of Old Hroldan]] ([[Skyrim:Old Hroldan|Old Hroldan]]) for completing the quest [[Skyrim:The Ghost of Old Hroldan|The Ghost of Old Hroldan]].&lt;br /&gt;
&lt;br /&gt;
===Gaining Skill XP===&lt;br /&gt;
* In Skyrim, Block skill gains are based on the amount of damage blocked. Using better shields and getting hit by tougher enemies advances the Block skill faster.&lt;br /&gt;
* Performing shield bashes increases the skill considerably more than simply blocking, but costs a lot of stamina. Use enchants, potions and food to regenerate faster.&lt;br /&gt;
* Experience is gained when using weapons for blocking or bashing, as well as when using shields.&lt;br /&gt;
* Practicing blocking also raises armor skills.&lt;br /&gt;
* [[Skyrim:Regenerate Health|Regenerate Health]] potions and enchantments can help staying alive while training, potentially allowing to leave the game unattended. This can also be accomplished with natural health regeneration during [[Skyrim:brawl|brawl]]ing sessions with NPCs or fighting very weak enemies like skeevers, though skill gains will be very slow.&lt;br /&gt;
* Using the [[Skyrim:Spellbreaker|Spellbreaker]] shield allows to train Block against tougher, magic-wielding opponents, such as conjured [[Skyrim:Dremora Lord|Dremora Lord]]s.&lt;br /&gt;
&lt;br /&gt;
==Dialogue==&lt;br /&gt;
* Once you have 30 ranks in Block, guards will begin to say &amp;quot;Best offense is a good defense, am I right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Attacks can be blocked using a torch and bashing with one will set opponents on fire.&lt;br /&gt;
* Blocking is also useful when being bombarded by arrows, however, you need the &amp;quot;Deflect Arrows&amp;quot; perk in order for this skill to be of use.&lt;br /&gt;
* Combining master blocking with a high armor rating, one can manage to reduce all physical damage to zero with a shield, when blocking incoming melee attacks.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Shield charge will stop working after some playing time, to fix this simply use console remove it and add it back. ''player.removeperk 00058F6A'' and ''player.addperk 00058F6A''.&lt;br /&gt;
* Shield Charge can be exploited for use with two-handed weapons or one-handed weapons without a shield. See the [[Skyrim_talk:Block#Bug:_Shield_Charge_seems_to_.28sometimes.29_work_with_2-handed_weapons|block discussion]] page for an explanation.&lt;br /&gt;
* Shield Wall's listed values are incorrect. It actually improves blocking effectiveness by 10% for each rank.&lt;br /&gt;
* Because maximum blocking effectiveness caps at 85%, Deflect Arrows does not actually negate all damage from arrows. You still take 15% damage.&lt;br /&gt;
* Deflect Arrows is bugged. It sets blocking effectiveness to the maximum value against all attacks, regardless of your Block skill, Shield Wall ranks, or Fortify Block effects. It does not work when blocking with weapons, but if you use a shield, Deflect Arrows renders all other forms of increasing Block strength obsolete.&lt;br /&gt;
* If you have the perk Block Runner and are blocking with a shield while sneaking, you will move as fast as you would by doing the same without sneaking. This can be used to move quickly around while not being noticed, but in the other hand, the shield takes a bit of your view, making it a bit tricky to hit straight.&lt;br /&gt;
* Sometimes, when fighting alone against multiple opponents with the quick reflexes perk, the slow time effect will continue indefinitely if you shield bash an opponent while they are power attacking. This makes it possible to easily slaughter any enemy in the game, as they are basically frozen. However, interactions in the game (such as opening chests or entering doors) are also slowed down. A variety of methods can be used to break the effect, however the only fool-proof way is to stand in front of an enemy and block until they power attack you again.&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Frost_Damage&amp;diff=832072</id>
		<title>Skyrim:Frost Damage</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Frost_Damage&amp;diff=832072"/>
		<updated>2011-12-26T04:46:12Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: /* Related spell effects */ Since when is frost shield in skyrim? Somebody copy-pasted from Oblivion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Effects Summary&lt;br /&gt;
|image=[[File:O-frost.gif]]&lt;br /&gt;
|school=Destruction&lt;br /&gt;
|type=Offensive&lt;br /&gt;
|enchId=0004605b&lt;br /&gt;
|enchCost=1.1&lt;br /&gt;
|enchItem=Weapons&lt;br /&gt;
|enchSyntax=Target takes &amp;lt;mag&amp;gt; points of frost damage to Health and Stamina.&lt;br /&gt;
|avail=[[Skyrim:Generic Magic Weapons#Frost Damage|Weapons]]&amp;lt;br/&amp;gt;[[Skyrim:Potions#Frost Damage|Built-In Potions]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Frost Damage''' is one of the three elemental damage effects available from the school of [[Skyrim:Destruction|Destruction]]. In addition to damaging [[Skyrim:Health|health]], Frost Damage also drains the target's [[Skyrim:Stamina|stamina]] and [[Skyrim:Slow|slow]]s movement.&lt;br /&gt;
Frost Damage spel|weap|alch&lt;br /&gt;
&lt;br /&gt;
There are 57 distinct magical effects that cause frost damage in some form or another.  This allows the game to use different visual effects for various types of frost damage, and also is one way that side-effects of the frost are customized.  Other side-effects of frost spells are implemented by including multiple effects into a single spell.&lt;br /&gt;
&lt;br /&gt;
==Enchanting==&lt;br /&gt;
The following items use this effect.  You can learn how to enchant custom items with Frost Damage if you find one of the following items and disenchant it:&lt;br /&gt;
* All weapons ''[[Skyrim:Generic Magic Weapons#Frost Damage|of Chills]]''&lt;br /&gt;
* All weapons ''of Blizzards''&lt;br /&gt;
* All weapons ''of Cold''&lt;br /&gt;
* All weapons ''of Freezing''&lt;br /&gt;
* All weapons ''of Frost''&lt;br /&gt;
* All weapons ''of Ice''&lt;br /&gt;
* All weapons ''of Winter''&lt;br /&gt;
* [[Skyrim:Aegisbane|Aegisbane]]&lt;br /&gt;
* [[Skyrim:Eduj|Eduj]]&lt;br /&gt;
* [[Skyrim:Firiniel's End|Firiniel's End]]&lt;br /&gt;
* [[Skyrim:Grimsever|Grimsever]]&lt;br /&gt;
* [[Skyrim:Okin|Okin]]&lt;br /&gt;
Artifacts and unique items that use the effect but cannot be disenchanted include:&lt;br /&gt;
* [[Skyrim:Nightingale Bow|Nightingale Bow]]&lt;br /&gt;
* [[Skyrim:The Pale Blade|The Pale Blade]]&lt;br /&gt;
Weapons that inflict Frost Damage but use a different variant of the magical effect include:&lt;br /&gt;
* [[Skyrim:Chillrend|Chillrend]]&lt;br /&gt;
* [[Skyrim:Staff of the Frost Wall|Staff of the Frost Wall]]&lt;br /&gt;
* [[Skyrim:Staff of Frostbite|Staff of Frostbite]]&lt;br /&gt;
* [[Skyrim:Staff of Icy Spear|Staff of Icy Spear]]&lt;br /&gt;
* [[Skyrim:Staff of Ice Spikes|Staff of Ice Spikes]]&lt;br /&gt;
* [[Skyrim:Staff of Ice Storms|Staff of Ice Storms]]&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
The following spells use the Frost Damage group of effects. Following each spell is the specific variant of the effect that it uses:&lt;br /&gt;
* [[Skyrim:Frost Cloak|Frost Cloak]]: ''Frost Cloak'' (&amp;lt;code&amp;gt;0003aea0&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;FrostCloakFFSelf&amp;lt;/code&amp;gt;)&lt;br /&gt;
* [[Skyrim:Frost Rune|Frost Rune]]: ''Frost Rune'' (&amp;lt;code&amp;gt;0006796d&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;RuneFrostFFLocation&amp;lt;/code&amp;gt;)&lt;br /&gt;
* [[Skyrim:Frostbite|Frostbite]]: ''Frostbite'' (&amp;lt;code&amp;gt;00013caa&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;FrostDamageConcAimed&amp;lt;/code&amp;gt;)&lt;br /&gt;
* [[Skyrim:Icy Spear|Icy Spear]]:&lt;br /&gt;
** ''Icy Spear'' (&amp;lt;code&amp;gt;0010f7f0&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;FrostDamageFFAimed75&amp;lt;/code&amp;gt;)&lt;br /&gt;
** ''Icy Spear'' (&amp;lt;code&amp;gt;0010f7f0&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;FrostDamageFFAimed75&amp;lt;/code&amp;gt;)&lt;br /&gt;
* [[Skyrim:Ice Spike|Ice Spike]]: ''Ice Spike'' (&amp;lt;code&amp;gt;0001cea2&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;FrostDamageFFAimed&amp;lt;/code&amp;gt;)&lt;br /&gt;
* [[Skyrim:Ice Storm|Ice Storm]]: ''Ice Storm'' (&amp;lt;code&amp;gt;0001cea3&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;FrostDamageFFAimedArea&amp;lt;/code&amp;gt;)&lt;br /&gt;
* [[Skyrim:Wall of Frost|Wall of Frost]]:&lt;br /&gt;
** ''Frost Barrier IceWraith'' (&amp;lt;code&amp;gt;000ed397&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;BarrierFrostConcAimedIceWraith&amp;lt;/code&amp;gt;)&lt;br /&gt;
** ''Frost Barrier'' (&amp;lt;code&amp;gt;0008f3f7&amp;lt;/code&amp;gt;; &amp;lt;code&amp;gt;BarrierFrostConcAimed&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Frost spells will freeze the terrain, [[Skyrim:Slow|slow]] down the enemy, and deal 1 point of damage like fire effect.&lt;br /&gt;
&lt;br /&gt;
== Related spell effects ==&lt;br /&gt;
* [[Skyrim:Weakness to Frost|Weakness to Frost]], [[Skyrim:Resist Frost|Resist Frost]]&lt;br /&gt;
* [[Skyrim:Damage Health|Damage Health]], [[Skyrim:Fire Damage|Fire Damage]] and [[Skyrim:Shock Damage|Shock Damage]]&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Restoration&amp;diff=831061</id>
		<title>Skyrim:Restoration</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Restoration&amp;diff=831061"/>
		<updated>2011-12-25T02:57:31Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: /* Notes */ It's not JUST those spells, wanted a more general description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Restoration.png&lt;br /&gt;
|Special=Magic&lt;br /&gt;
|ExTrail=[[Skyrim:Magic Overview|Magic]]&lt;br /&gt;
}}&lt;br /&gt;
'''Restoration''' is one of the five schools of [[Skyrim:Magic|magic]] in Skyrim. Restoration magic focuses on spells that cure physical ailments. Increasing this skill reduces magicka cost when casting restoration spells, and increases the benefit you receive from items enchanted with {{SR|Fortify Skill}}. Historical information about the School of Restoration is provided in the [[Lore:Restoration|lore article]]. The Restoration skill tree has a total of 12 perks, requiring a total of 13 perk points to fill.&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The School of Restoration involves control over life forces.  This skill makes it easier to cast spells like Healing, Turn Undead, and magical Wards.''&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
Restoration offers a range of healing and protection spells and perks, in particular;&lt;br /&gt;
*'''Healing''' Health (and with the right perks, Stamina) for yourself and other characters. However, given that both regenerate spontaneously at a reasonable rate, and Restore Health or Stamina potions are fairly easy to find or create, Healing spells are not necessarily your preferred option to restore these stats.&lt;br /&gt;
*'''Wards''' which provide armour protection and magic resistance. These can be powerful spells, particularly for mage characters who shun armour, and particularly if you choose perks which mean that you absorb magicka from spells. For instance, the mid-level Steadfast Ward spell will give total protection from low-level dragon breath. So many mages will often adventure with a Ward equipped in one hand and a Destruction spell in the other. However, wards are very magicka-intensive and cannot be sustained for a long combat.&lt;br /&gt;
*'''Turning''' and '''Protection''' from Undead. There are a great many Undead monsters - however in most circumstances, players will prefer to (re)kill them, rather than Turn them. (One Restoration perk does increase the power of Destruction spells aimed at the Undead)&lt;br /&gt;
*Two perks give '''faster Magicka regeneration''', potentially very helpful for Mage characters who use a lot of Magicka.&lt;br /&gt;
An alternative to the protection offered by Wards can be found in the defensive spells in the school of Alteration, though the Alteration spells are less effective against magic.&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{{Perk Tree Setup|width=400}}{{Perk Tree&lt;br /&gt;
|perks=&lt;br /&gt;
{{Image Mark|548|657|Novice Restoration|mark_alt=Novice Restoration: 0 Restoration. Cast Novice level Restoration spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|582|483|Apprentice Restoration|mark_alt=Apprentice Restoration: 25 Restoration. Cast Apprentice level Restoration spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|530|300|Adept Restoration|mark_alt=Adept Restoration: 50 Restoration. Cast Adept level Restoration spells for half magicka.|position=bottom}}&lt;br /&gt;
{{Image Mark|546|143|Expert Restoration|mark_alt=Expert Restoration: 75 Restoration. Cast Expert level Restoration spells for half magicka.|position=right}}&lt;br /&gt;
{{Image Mark|460|86|Master Restoration|mark_alt=Master Restoration: 100 Restoration. Cast Master level Restoration spells for half magicka.|position=top}}&lt;br /&gt;
{{Image Mark|806|443|Recovery|mark_alt=Recovery (2 ranks): 30/60 Restoration. Magicka regenerates 25/50% faster.|position=top}}&lt;br /&gt;
{{Image Mark|874|326|Avoid Death|mark_alt=Avoid Death: 90 Restoration. Once a day, heals 250 points automatically if you fall below 10% health.|position=top}}&lt;br /&gt;
{{Image Mark|373|468|Regeneration|mark_alt=Regeneration: 20 Restoration. Healing spells cure 50% more.|position=top}}&lt;br /&gt;
{{Image Mark|195|240|Necromage|mark_alt=Necromage: 70 Restoration. All spells are more effective against undead.|position=top}}&lt;br /&gt;
{{Image Mark|138|412|Respite|mark_alt=Respite: 40 Restoration. Healing spells also restore Stamina.|position=bottom}}&lt;br /&gt;
{{Image Mark|735|536|Restoration Dual Casting|mark_alt=Restoration Dual Casting: 20 Restoration. Dual casting a Restoration spell overcharges the effects into an even more powerful version.|position=bottomright}}&lt;br /&gt;
{{Image Mark|399|254|Ward Absorb|mark_alt=Ward Absorb: 60 Restoration. Wards recharge your magicka when hit with spells.|position=top}}&lt;br /&gt;
}}&lt;br /&gt;
{{NewLeft}}&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
!class=unsortable|ID&lt;br /&gt;
!class=num_sort|Skill Req.&lt;br /&gt;
!Perk Req.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Novice Restoration}}''&lt;br /&gt;
| Cast Novice level Restoration spells for half magicka.&lt;br /&gt;
| {{ID|000f2caa}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Apprentice Restoration}}''&lt;br /&gt;
| Cast Apprentice level Restoration spells for half magicka.&lt;br /&gt;
| {{ID|000c44c7}}&lt;br /&gt;
| 25 Restoration&lt;br /&gt;
| Novice Restoration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Adept Restoration}}''&lt;br /&gt;
| Cast Adept level Restoration spells for half magicka.&lt;br /&gt;
| {{ID|000c44c8}}&lt;br /&gt;
| 50 Restoration&lt;br /&gt;
| Apprentice Restoration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Expert Restoration}}''&lt;br /&gt;
| Cast Expert level Restoration spells for half magicka.&lt;br /&gt;
| {{ID|000c44c9}}&lt;br /&gt;
| 75 Restoration&lt;br /&gt;
| Adept Restoration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Master Restoration}}''&lt;br /&gt;
| Cast Master level Restoration spells for half magicka.&lt;br /&gt;
| {{ID|000c44ca}}&lt;br /&gt;
| 100 Restoration&lt;br /&gt;
| Expert Restoration&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=2|''{{LE|Recovery}}''&lt;br /&gt;
| 1&lt;br /&gt;
| Magicka regenerates 25% faster.&lt;br /&gt;
| {{ID|000581f4}}&lt;br /&gt;
| 30 Restoration&lt;br /&gt;
| Novice Restoration&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Magicka regenerates 50% faster.&lt;br /&gt;
| {{ID|000581f5}}&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt; 60 Restoration&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Avoid Death}}''&lt;br /&gt;
| Once a day, heals 250 points automatically if you fall below 10% health. (Only if the damage does not kill you.)&lt;br /&gt;
| {{ID|000a3f64}}&lt;br /&gt;
| 90 Restoration&lt;br /&gt;
| Recovery&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Regeneration}}''&lt;br /&gt;
| Healing spells cure 50% more.&lt;br /&gt;
| {{ID|000581f8}}&lt;br /&gt;
| 20 Restoration&lt;br /&gt;
| Novice Restoration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Necromage}}''&lt;br /&gt;
| All spells are more effective against undead.&lt;br /&gt;
| {{ID|000581e4}}&lt;br /&gt;
| 70 Restoration&lt;br /&gt;
| Regeneration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Respite}}''&lt;br /&gt;
| Healing spells also restore Stamina.&lt;br /&gt;
| {{ID|000581f9}}&lt;br /&gt;
| 40 Restoration&lt;br /&gt;
| Novice Restoration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Restoration Dual Casting}}''&lt;br /&gt;
| Dual casting a Restoration spell overcharges the effects into an even more powerful version.&lt;br /&gt;
| {{ID|000153d1}}&lt;br /&gt;
| 20 Restoration&lt;br /&gt;
| Novice Restoration&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Ward Absorb}}''&lt;br /&gt;
| Wards recharge your magicka when hit with spells.&lt;br /&gt;
| {{ID|00068bcc}}&lt;br /&gt;
| 60 Restoration&lt;br /&gt;
| Novice Restoration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{Skyrim:Restoration Spells}}&lt;br /&gt;
&lt;br /&gt;
===Spell List Notes===&lt;br /&gt;
{{Skyrim:Spell List Notes|noheader=1}}&lt;br /&gt;
&lt;br /&gt;
===Magical Effects===&lt;br /&gt;
A list of standard restoration spells can be found on the [[Skyrim:Restoration Spells|Restoration Spells]] page.  The following individual effects are all considered to be be part of the school of Restoration (see the individual effect pages for full details on availability; the [[Skyrim:Magical Effects#Restoration|Magical Effects]] article also provides a summary):&lt;br /&gt;
*[[Image:O-Cure_small.png|Cure Disease]] [[Skyrim:Cure Disease|Cure Disease]]&lt;br /&gt;
*[[Image:O-Cure_small.png|Cure Poison]] [[Skyrim:Cure Poison|Cure Poison]]&lt;br /&gt;
*[[Image:O-Fortify_small.png|Fortify Health]] [[Skyrim:Fortify Health|Fortify Health]]&lt;br /&gt;
*[[Image:O-Fortify_small.png|Fortify Magicka]] [[Skyrim:Fortify Magicka|Fortify Magicka]]&lt;br /&gt;
*[[Image:O-Fortify_small.png|Fortify Skill]] [[Skyrim:Fortify Skill|Fortify Skill]]&lt;br /&gt;
*[[Image:O-Fortify_small.png|Fortify Spells]] [[Skyrim:Fortify Spells|Fortify Spells]] (unique to [[Skyrim:Saarthal Amulet|Saarthal Amulet]])&lt;br /&gt;
*[[Image:O-Fortify_small.png|Fortify Stamina]] [[Skyrim:Fortify Stamina|Fortify Stamina]]&lt;br /&gt;
*[[Image:O-Restore_small.png|Restore Health]] [[Skyrim:Regenerate Health|Regenerate Health]]&lt;br /&gt;
*[[Image:O-Restore_small.png|Restore Magicka]] [[Skyrim:Regenerate Magicka|Regenerate Magicka]]&lt;br /&gt;
*[[Image:O-Restore_small.png|Restore Stamina]] [[Skyrim:Regenerate Stamina|Regenerate Stamina]]&lt;br /&gt;
*[[Image:O-Restore_small.png|Restore Health]] [[Skyrim:Restore Health|Restore Health]]&lt;br /&gt;
*[[Image:O-Restore_small.png|Restore Magicka]] [[Skyrim:Restore Magicka|Restore Magicka]]&lt;br /&gt;
*[[Image:O-Restore_small.png|Restore Stamina]] [[Skyrim:Restore Stamina|Restore Stamina]]&lt;br /&gt;
*[[Image:O-TurnUndead_small.png|Turn Undead]] [[Skyrim:Turn Undead|Turn Undead]]&lt;br /&gt;
&lt;br /&gt;
== Skill Increases ==&lt;br /&gt;
* Circle of Protection can be cast at any time for skill experience.&lt;br /&gt;
* Restoration leveling by healing requires that you heal damage to your character, unlike previous games you cannot simply cast heal on yourself and others to gain experience.  There are countless ways to harm yourself and then cast a healing spell to to gain experience.  The key to all of them is to find a controlled way to level the skill by harming and healing yourself.&lt;br /&gt;
* Please use the discussion page to post ways to level this school.&lt;br /&gt;
&lt;br /&gt;
=== Character Creation ===&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Restoration:&lt;br /&gt;
* +10 bonus: [[Skyrim:Imperial|Imperial]]&lt;br /&gt;
* +5 bonus: [[Skyrim:Altmer|Altmer]], [[Skyrim:Argonian|Argonian]], [[Skyrim:Breton|Breton]]&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Trainers|Trainers]]===&lt;br /&gt;
* [[Skyrim:Keeper Carcette|Keeper Carcette]] in the [[Skyrim:Hall of the Vigilant|Hall of the Vigilant]] (Expert)&lt;br /&gt;
* [[Skyrim:Colette Marence|Colette Marence]] in the [[Skyrim:College of Winterhold|College of Winterhold]] (Expert)&lt;br /&gt;
* [[Skyrim:Danica Pure-Spring|Danica Pure-Spring]] in [[Skyrim:Whiterun|Whiterun]] (Master)&lt;br /&gt;
&lt;br /&gt;
===[[Skyrim:Skill Books|Skill Books]]===&lt;br /&gt;
* ''[[Skyrim:2920, Rain's Hand, v4|2920, Rain's Hand, v4]]''&lt;br /&gt;
* ''[[Skyrim:The Exodus|The Exodus]]''&lt;br /&gt;
* ''[[Skyrim:Mystery of Talara, v 2|Mystery of Talara, v 2]]''&lt;br /&gt;
* ''[[Skyrim:Racial Phylogeny|Racial Phylogeny]]''&lt;br /&gt;
* ''[[Skyrim:Withershins|Withershins]]''&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Restoration Dual Casting does not boost the level of a [[Skyrim:Turn Undead|Turn Undead]] spell, unlike the equivalent [[Skyrim:Illusion|Illusion]] spells.&lt;br /&gt;
* Turn Undead spells will stagger an Undead target, even if the target is too high of level to be affected by the fear effect.&lt;br /&gt;
* Necromage boosts the power of Turn Undead spells by about 25%. It also offers increased effects for all spells when cast on undead, such as increased damage to [[Skyrim:Destruction Spells|Destruction Spells]] and staves when used against Undead ([[Skyrim:Draugr|Draugr]], [[Skyrim:Vampire|Vampire]], and [[Skyrim:Dragon Priest|Dragon Priest]]) targets. &lt;br /&gt;
* Respite's stamina restoration is based on the spell being used. The Regeneration perk will improve its effects along with health restoration.&lt;br /&gt;
* Using the console command ''showracemenu'' on your player character will make him/her lose the &amp;quot;Recovery&amp;quot; perk permanently. The perk can be added again with the console, but it will not function (not listed under active effects).&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Destruction_Spells&amp;diff=775533</id>
		<title>Skyrim:Destruction Spells</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Destruction_Spells&amp;diff=775533"/>
		<updated>2011-11-23T22:34:41Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: Fixing some grammar and rewording a few things.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Magic|Spells}} {{DEFAULTSORT:* Destruction Spells}}&lt;br /&gt;
This page lists '''[[Skyrim:Spells|Spells]]''' in the school of '''[[Skyrim:Destruction|Destruction]]'''.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- {{DES}}&lt;br /&gt;
!Name&lt;br /&gt;
!ID&lt;br /&gt;
!Description&lt;br /&gt;
!Magicka Cost&lt;br /&gt;
!Where to get&lt;br /&gt;
!Skill level&lt;br /&gt;
!Cast type&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Flames}}&lt;br /&gt;
|{{ID|00012fcd}}&lt;br /&gt;
|A gout of fire that does 8 points per second. Targets on fire take extra damage.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|12/s&lt;br /&gt;
|Starting spell&amp;lt;br&amp;gt;[[Skyrim:Farengar Secret-Fire|Farengar Secret-Fire]], [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Novice&lt;br /&gt;
|Constant, low range&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Firebolt}}&lt;br /&gt;
|{{ID|00012fd0}}&lt;br /&gt;
|A blast of fire that does 25 points of damage. Targets on fire take extra damage.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|35&lt;br /&gt;
|[[Skyrim:Farengar Secret-Fire|Farengar Secret-Fire]], [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Missile&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Fire Rune}}&lt;br /&gt;
|{{ID|0005db90}}&lt;br /&gt;
|Cast on a nearby surface, it explodes for 50 points of fire damage when enemies come near.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|202&lt;br /&gt;
|[[Skyrim:Farengar Secret-Fire|Farengar Secret-Fire]], [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Faralda|Faralda]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Cast on Ground&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Flame Cloak}}&lt;br /&gt;
|{{ID|0003ae9f}}&lt;br /&gt;
|For 60 seconds, opponents in melee range take 8 points fire damage per second. Targets on fire take extra damage.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|247&lt;br /&gt;
|[[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Adept&lt;br /&gt;
|Cast on Self&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Fireball}}&lt;br /&gt;
|{{ID|0001c789}}&lt;br /&gt;
|A fiery explosion for 40 points of damage in a 15 foot radius. Targets on fire take extra damage.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|114&lt;br /&gt;
|[[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Faralda|Faralda]]&lt;br /&gt;
|Adept&lt;br /&gt;
|Missile, AOE on impact&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Incinerate}}&lt;br /&gt;
|{{ID|0010f7ed}}&lt;br /&gt;
|A blast of fire that does 60 points of damage. Targets on fire take extra damage.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|255&lt;br /&gt;
|[[Skyrim:Faralda|Faralda]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Expert&lt;br /&gt;
|Missile&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Wall of Flames}}&lt;br /&gt;
|{{ID|00035d7f}}&lt;br /&gt;
|Sprayed on the ground, it creates a wall of fire that does 50 points of fire damage per second.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|101/s&lt;br /&gt;
|[[Skyrim:Faralda|Faralda]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Expert&lt;br /&gt;
|Constant Cast on Ground (each impact last for several second)&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Fire Storm}}&lt;br /&gt;
|{{ID|0007a82b}}&lt;br /&gt;
|A 150 point fiery explosion centered on the caster. Does more damage to closer targets.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1222&lt;br /&gt;
|Complete [[Skyrim:Destruction Ritual Spell|Destruction Ritual Spell]]&lt;br /&gt;
|Master&lt;br /&gt;
|''Master'' Cast on Self&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Frostbite}}&lt;br /&gt;
|{{ID|0002b96b}}&lt;br /&gt;
|A blast of cold that does 8 points of damage per second to Health and Stamina.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|14/s&lt;br /&gt;
|[[Skyrim:Farengar Secret-Fire|Farengar Secret-Fire]], [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Novice&lt;br /&gt;
|Constant, low range&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Ice Spike}}&lt;br /&gt;
|{{ID|0002b96c}}&lt;br /&gt;
|A spike of ice that does 25 points of frost damage to Health and Stamina.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|41&lt;br /&gt;
|[[Skyrim:Farengar Secret-Fire|Farengar Secret-Fire]], [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Faralda|Faralda]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Missile&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Frost Rune}}&lt;br /&gt;
|{{ID|0006796f}}&lt;br /&gt;
|Cast on a nearby surface, it explodes for 50 points of frost damage when enemies come near.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|253&lt;br /&gt;
|[[Skyrim:Farengar Secret-Fire|Farengar Secret-Fire]], [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Cast on Ground&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Ice Storm}}&lt;br /&gt;
|{{ID|00045f9c}}&lt;br /&gt;
|A freezing whirlwind that does 40 points of frost damage per second to Health and Stamina.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|123&lt;br /&gt;
|[[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Adept&lt;br /&gt;
|Missile, AOE while Travelling&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Frost Cloak}}&lt;br /&gt;
|{{ID|0003aea2}}&lt;br /&gt;
|For 60 seconds, opponents in melee range take 8 points frost damage and Stamina damage per second.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|271&lt;br /&gt;
|[[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Adept&lt;br /&gt;
|Cast on Self&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Icy Spear}}&lt;br /&gt;
|{{ID|0010f7ec}}&lt;br /&gt;
|A spear of ice that does 60 points of frost damage to Health and Stamina.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|275&lt;br /&gt;
|[[Skyrim:Faralda|Faralda]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Expert&lt;br /&gt;
|Missile&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Wall of Frost}}&lt;br /&gt;
|{{ID|00035d80}}&lt;br /&gt;
|Sprayed on the ground, it creates a wall of frost that does 50 points of frost damage per second.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|118/s&lt;br /&gt;
|[[Skyrim:Faralda|Faralda]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Expert&lt;br /&gt;
|Constant Cast on Ground (each impact last for several second)&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Blizzard}}&lt;br /&gt;
|{{ID|0007e8e4}}&lt;br /&gt;
|Enemies within the blizzard take 20 points of frost damage for 10 seconds, plus Stamina damage.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|948&lt;br /&gt;
|[[Skyrim:Faralda|Faralda]] (after completing [[Skyrim:Destruction Ritual Spell|Destruction Ritual Spell]])&lt;br /&gt;
|Master&lt;br /&gt;
|''Master'' Cast on Self, large AOE DOT&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Sparks}}&lt;br /&gt;
|{{ID|0002dd2a}}&lt;br /&gt;
|Lightning that does 8 points of shock damage to Health and Magicka per second.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|16/s&lt;br /&gt;
|[[Skyrim:Helgen|Helgen]] ''(tutorial)''&amp;lt;br&amp;gt;''([[Skyrim:Dunmer|Dunmer]] start with this spell)''&amp;lt;br&amp;gt;[[Skyrim:Farengar Secret-Fire|Farengar Secret-Fire]], [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Novice&lt;br /&gt;
|Constant, low range&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Lightning Bolt}}&lt;br /&gt;
|{{ID|0002dd29}}&lt;br /&gt;
|A bolt of lightning that does 25 points of shock damage to Health and half that to Magicka.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|44&lt;br /&gt;
|[[Skyrim:Farengar Secret-Fire|Farengar Secret-Fire]], [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Missile (Instant impact)&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Lightning Rune}}&lt;br /&gt;
|{{ID|00067970}}&lt;br /&gt;
|Cast on a nearby surface, it explodes for 50 points of shock damage when enemies come near.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|278&lt;br /&gt;
|[[Skyrim:Farengar Secret-Fire|Farengar Secret-Fire]], [[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]]&lt;br /&gt;
|Apprentice&lt;br /&gt;
|Cast on ground&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Lightning Cloak}}&lt;br /&gt;
|{{ID|0003aea3}}&lt;br /&gt;
|For 60 seconds nearby opponents take 8 points of shock damage and half magicka damage.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|317&lt;br /&gt;
|[[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Adept&lt;br /&gt;
|Cast on Self&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Chain Lightning}}&lt;br /&gt;
|{{ID|00045f9d}}&lt;br /&gt;
|Lightning bolt that does 40 points of shock damage to Health and half to Magicka, then leaps to a new target.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|133&lt;br /&gt;
|[[Skyrim:Wuunferth the Unliving|Wuunferth the Unliving]], [[Skyrim:Faralda|Faralda]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Adept&lt;br /&gt;
|Missile (Instant impact)&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Thunderbolt}}&lt;br /&gt;
|{{ID|0010f7ee}}&lt;br /&gt;
|A Thunderbolt that does 60 points of shock damage to Health and half that to Magicka.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|294&lt;br /&gt;
|[[Skyrim:Faralda|Faralda]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Expert&lt;br /&gt;
|Missile (Instant impact)&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Wall of Storms}}&lt;br /&gt;
|{{ID|00035d81}}&lt;br /&gt;
|Sprayed on the ground, it creates a wall of lightning that does 50 points of shock damage per second.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|124/s&lt;br /&gt;
|[[Skyrim:Faralda|Faralda]], [[Skyrim:Enthir|Enthir]]&lt;br /&gt;
|Expert&lt;br /&gt;
|Constant Cast on Ground (each impact last for several second)&lt;br /&gt;
|-&lt;br /&gt;
|{{LE|Lightning Storm}}&lt;br /&gt;
|{{ID|0007e8e5}}&lt;br /&gt;
|Target takes 75 points of shock damage per second to Health, and half that to Magicka.&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|118/s&lt;br /&gt;
|[[Skyrim:Faralda|Faralda]] (after completing [[Skyrim:Destruction Ritual Spell|Destruction Ritual Spell]])&lt;br /&gt;
|Master&lt;br /&gt;
|''Master'' Cast then constant. '''no impact'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''Master'' spells are casted in a Specific way. They take much more time to be ready, prevent you from moving and are interruptible, and thus require proper planning to be used. Master Spells are always equipped on both hands. But using one or two &amp;quot;hand&amp;quot; to cast it varies the cost and the effect (this is known to be true for Alteration, Destruction must be tested). Master spells are thus not just stronger versions of Expert or lower spells. In particular, Master spells are much slower to cast expert spell, but deal much more damage per second to a single target.&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Skyrim:Alteration&amp;diff=741041</id>
		<title>Skyrim:Alteration</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Skyrim:Alteration&amp;diff=741041"/>
		<updated>2011-11-11T02:10:39Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: The spell candlelight is a 60-second light. Of course this page will be much more updated later just wanted that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pre-Release}}&lt;br /&gt;
{{Skills Summary&lt;br /&gt;
|Image=SR-skill-Alteration.jpg&lt;br /&gt;
|Special=Magic&lt;br /&gt;
|ExTrail=[[Skyrim:Magic Overview|Magic]]&lt;br /&gt;
}}&lt;br /&gt;
'''Alteration''' is one of the five schools of [[Skyrim:Magic|magic]] in Skyrim. Alteration magic effects the world around it by altering the laws of reality.  Historical information about the School of Alteration is provided in the [[Lore:Alteration|lore article]].&lt;br /&gt;
&lt;br /&gt;
In-game Description: ''The School of Alteration involves the manipulation of the physical world and its natural properties. This skill makes it easier to cast spells like {{Sic|Waterbreathing|Water breathing}}, magical protection, and Paralysis.''&lt;br /&gt;
&lt;br /&gt;
==Skill Perks==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Perk&lt;br /&gt;
!class=unsortable|Rank&lt;br /&gt;
!class=sort_num|Requirement&lt;br /&gt;
!class=unsortable|Description&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Alteration Dual Casting}}''||20||Casting the same effect from both your hands overcharges the effect to create a more powerful spell.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Novice Alteration}}''||0||You can cast Novice level spells with 50% less Magicka.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Apprentice Alteration}}''||25||You can cast Apprentice level spells with 50% less Magicka.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Adept Alteration}}''||50||You can cast Adept level spells with 50% less Magicka.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Expert Alteration}}''||75||You can cast Expert level spells with 50% less Magicka.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Master Alteration}}''||100||You can cast Master level spells with 50% less Magicka.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Mage Armor}}''||1||30||Protection spells like Stoneflesh are twice as strong if not wearing armor.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=3|''{{LE|Magic Resistance}}''||1||30||Block 10% of a spell's effects.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;30&amp;lt;/span&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Stability}}''||70||Alteration spells have greater duration.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2|''{{LE|Atronach}}''||100||Absorb 30% of the magicka of any spells that hit you.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
The following [[Skyrim:Races|races]] have an initial skill bonus to Alteration:&lt;br /&gt;
* +5 bonus: [[Skyrim:Altmer|Altmer]], [[Skyrim:Argonian|Argonian]], [[Skyrim:Breton|Breton]], [[Skyrim:Dunmer|Dunmer]], [[Skyrim:Redguard|Redguard]]&lt;br /&gt;
&lt;br /&gt;
==Magical Effects==&lt;br /&gt;
A list of standard alteration spells can be found on the [[Skyrim:Spells#Alteration|Spells]] page.  The following individual effects are all considered to be be part of the school of Alteration (see the individual effect pages for full details on availability; the [[Skyrim:Magical Effects#Alteration|Magical Effects]] article also provides a summary):&lt;br /&gt;
*[[Skyrim:Detect Dead|Detect Dead]]&lt;br /&gt;
*[[Image:O-DetectLife_small.png|Detect Life]] [[Skyrim:Detect Life|Detect Life]]&lt;br /&gt;
*[[Image:O-Feather_small.png|Feather]] [[Skyrim:Feather|Feather]]&lt;br /&gt;
*[[Image:O-FireShield_small.png|Fire Shield]] [[Skyrim:Fire Shield|Fire Shield]]&lt;br /&gt;
*[[Image:O-FrostShield_small.png|Frost Shield]] [[Skyrim:Frost Shield|Frost Shield]]&lt;br /&gt;
*[[Image:O-Paralyze_small.png|Paralyze]] [[Skyrim:Paralyze|Paralyze]]&lt;br /&gt;
*[[Image:O-Shield_small.png|Shield]] [[Skyrim:Shield|Shield]]&lt;br /&gt;
*[[Image:O-ShockShield_small.png|Shock Shield]] [[Skyrim:Shock Shield|Shock Shield]]&lt;br /&gt;
*[[Image:O-SpellAbsorption_small.png|Spell Absorption]] [[Skyrim:Spell Absorption|Spell Absorption]]&lt;br /&gt;
*[[Image:O-Telekinesis_small.png|Telekinesis]] [[Skyrim:Telekinesis|Telekinesis]]&lt;br /&gt;
*[[Image:O-WaterBreathing_small.png|Water Breathing]] [[Skyrim:Water Breathing|Water Breathing]]&lt;br /&gt;
*[[Image:O-WaterWalking_small.png|Water Walking]] [[Skyrim:Water Walking|Water Walking]]&lt;br /&gt;
*[[Image:O-Light_small.png|Light]] [[Skyrim:Light|Light]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
{{Skills in Skyrim}}&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Oblivion:Spell_Absorption&amp;diff=726643</id>
		<title>Oblivion:Spell Absorption</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Oblivion:Spell_Absorption&amp;diff=726643"/>
		<updated>2011-09-30T21:15:03Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Effects Summary|&lt;br /&gt;
|Image=[[Image:O-absorbspell.gif]]&lt;br /&gt;
|School=Mysticism&lt;br /&gt;
|Type=Defensive&amp;lt;br&amp;gt;(No enchanting)&lt;br /&gt;
|ID=SABS&lt;br /&gt;
|Cost=3.0&lt;br /&gt;
|Barter=400&lt;br /&gt;
|Avail=[[Oblivion:List of Spells by Effect#Spell Absorption|Spells]]&amp;lt;br&amp;gt;[[Oblivion:Potions#Spell Absorption|Built-In Potions]]&amp;lt;br&amp;gt;[[Oblivion:Scrolls#Spell Absorption|Scrolls]]&amp;lt;br&amp;gt;[[Oblivion:Sigil Stone#Spell Absorption|Sigil Stones]]&amp;lt;br&amp;gt;[[Oblivion:Generic Magic Apparel#Spell Absorption|Apparel]]&lt;br /&gt;
|Syntax=Spell Absorption M points for D seconds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''Spell Absorption'' is an '''M'''% chance to convert all of the energy from a magical effect into your [[Oblivion:Magicka|Magicka]] points and avoid its potentially damaging effect. For example, if you had 50% ''Spell Absorption'', half of all spells (on average) cast at you would simply refill your Magicka, depending on the strength of the spell, instead of otherwise affecting you.  It applies not only to spells cast at your character, but also to magical damage caused by enchanted weapons.  Beneficial spells cast at your character (such as blessings at altars) will also be absorbed.&lt;br /&gt;
&lt;br /&gt;
Characters with the [[Oblivion:Birthsigns#Atronach|Atronach]] birthsign have permanent 50% ''Spell Absorption''.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The point value is the percentage chance any single spell will be absorbed.&lt;br /&gt;
* Even with a 100 pt ''Spell Absorption'' effect, magic effects [[Oblivion:Reflect_Spell|reflected]] back at you will still hit.&lt;br /&gt;
* Even if you have the Atronach birthsign, custom ''Spell Absorption'' enchantments are not possible: this effect is disabled at the [[Oblivion:Enchanting|Enchanting]] Altar. However, the enchantment ''is'' possible through the use of [[Oblivion:Sigil Stone|Sigil Stone]]s.&lt;br /&gt;
* 100 pt ''Spell Absorption'' is easiest to achieve for Atronach characters, who start out with 50 pts.  Other pieces of equipment that can be combined to get the extra 50 pts include:&lt;br /&gt;
** [[Oblivion:Spelldrinker Amulet|Spelldrinker Amulet]] is a leveled item that provides up to 26 pts.&lt;br /&gt;
** [[Oblivion:Sorcerer's_Ring|Sorcerer's Ring]], available as random loot, gives 25 pts (plus 25 pts [[Oblivion:Fortify Magicka|Fortify Magicka]]).&lt;br /&gt;
** Several [[Oblivion:Generic_Magic_Apparel#Spell Absorption|magical items]] available as random loot provide 20 pts (Amulet of Absorption, Greaves of Purity, and Magebane Greaves).  The Amulet of Absorption is particularly useful because it is available starting at level 9.&lt;br /&gt;
** [[Oblivion:Mankar Camoran's Robe|Mankar Camoran's Robe]] is a leveled item that provides up to 20 pts (plus up to 10% [[Oblivion:Reflect Damage|Reflect Damage]]).&lt;br /&gt;
** Custom [[Oblivion:Sigil Stone#Spell Absorption|sigil stone]] enchantments provide up to 15 pts.&lt;br /&gt;
** [[Oblivion:Helmet of the Mage|Helmet of the Mage]], available as random loot, gives 14 pts (plus 20 pts [[Oblivion:Fortify Magicka|Fortify Magicka]]).&lt;br /&gt;
** The [[Oblivion:Spellturn_Cloak|Spellturn Cloak]] from the [[Oblivion:Unearthing Mehrunes Razor|Unearthing Mehrunes Razor]] [[Oblivion:Official Plug-ins|plug-in]] has 15pts Spell Absorption at level 20, and 15% Spell Reflection, which may not be desirable.&lt;br /&gt;
* The [[Oblivion:Atronach Stone|Atronach Stone]] provides the ''[[Oblivion:Arcane Well|Arcane Well]]'' Greater Power, with 30 points Spell Absorption for 120 seconds.&lt;br /&gt;
* Your own [[Oblivion:Telekinesis|Telekinesis]] spells are affected by any active Spell Absorption effects.  Therefore, your chances of successfully casting a Telekinesis spell are reduced (or impossible at 100 pt Spell Absorption).  If unsuccessful, you absorb magicka equivalent to the base cost of the spell (which can be exploited to increase your magicka, see following tips).&lt;br /&gt;
* Tips for using Spell Absorption to regenerate magicka include:&lt;br /&gt;
** [[Oblivion:Summon|Summon]] an enemy who attacks using spells.  Attack the summon three times so it turns on you, then absorb its spells.&lt;br /&gt;
** If your [[Oblivion:Mysticism|Mysticism]] skill is 33 or higher, casting Telekinesis spells will increase your Magicka reserves if the spell is absorbed.  At 100 Mysticism, your Magicka is increased by five times the cost for you to cast the spell.  For example, [[Oblivion:Spells#Remote Manipulation|Remote Manipulation]] at Mysticism 100 costs 5 Magicka to cast, but you absorb 28 points of Magicka.&lt;br /&gt;
*** You cannot use this exploit to fully recharge your Magicka, however, presumably because you actually absorb the spell before expending your Magicka.  In other words, if you have 450 total Magicka, casting Remote Manipulation at 100 Mysticism will never increase your Magicka past 445 (450-5).&lt;br /&gt;
** Beneficial spells as well as attacks can be absorbed, including blessings such as those provided by chapels and [[Oblivion:Wayshrines|Wayshrines]].&lt;br /&gt;
*** The blessing cast by [[Oblivion:Bravil#The Lucky Old Lady Statue|The Lucky Old Lady statue]] in [[Oblivion:Bravil|Bravil]] is particularly valuable, since it can be activated as often as you like (unless you have completed the [[Oblivion:Dark Brotherhood|Dark Brotherhood]] quest line).&lt;br /&gt;
** Stand in front of spellcasters who are practicing spells, for example the mages in the Arcane University's Practice Hall.&lt;br /&gt;
** Take advantage of places with constant effect damage spells, for example, the frost damage in [[Oblivion:Frostfire Glade|Frostfire Glade]]. Remember that this only works with external factors and will not work with custom enchanted apparel.&lt;br /&gt;
***If you clear the area of daedra first, the [[Oblivion:Traps#Fire Turret|fire turrets]] in [[Oblivion:Planes of Oblivion|Planes of Oblivion]] can be useful for this purpose.  However, damage you take from lava in the planes cannot be absorbed, as it is not considered a magical effect.&lt;br /&gt;
* This effect can be gained for [[Oblivion:Spell Making|spell making]] via [[Oblivion:List of Spells by Effect#Spell Absorption|spells]], choosing the [[Oblivion:Birthsigns#Atronach|Atronach]] Birthsign, or the [[Oblivion:Atronach_Stone|Atronach Stone]] Doomstone.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
Sections:&lt;br /&gt;
* '''[[Oblivion:Magical Effects#Reflect vs Absorb vs Resist|Reflect vs Absorb vs Resist]]''': Information on the similarities and differences between these effects. &lt;br /&gt;
&lt;br /&gt;
Related effects:&lt;br /&gt;
* [[Oblivion:Absorb Magicka|Absorb Magicka]], [[Oblivion:Fortify Magicka|Fortify Magicka]], [[Oblivion:Restore Magicka|Restore Magicka]]&lt;br /&gt;
* [[Oblivion:Reflect Spell|Reflect Spell]], [[Oblivion:Resist Magic|Resist Magic]], [[Oblivion:Weakness to Magic|Weakness to Magic]]&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
	<entry>
		<id>https://en.uesp.net/w/index.php?title=Shivering:Final_Resting&amp;diff=725575</id>
		<title>Shivering:Final Resting</title>
		<link rel="alternate" type="text/html" href="https://en.uesp.net/w/index.php?title=Shivering:Final_Resting&amp;diff=725575"/>
		<updated>2011-09-26T03:46:41Z</updated>

		<summary type="html">&lt;p&gt;96.245.177.118: /* Assist and Descend */ Adding some warnings to Blessing of Mania&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Trail|Quests|Crucible}}&lt;br /&gt;
{{Quest Header&lt;br /&gt;
|Giver=[[Shivering:Hirrus Clutumnus|Hirrus Clutumnus]] in [[Shivering:Crucible|Crucible]]&lt;br /&gt;
|Icon=SI-qico-General1.png&lt;br /&gt;
|Reward=[[Shivering:Ring of Happiness|Ring of Happiness]]&lt;br /&gt;
|ID=SE36&lt;br /&gt;
|Loc=[[Shivering:Crucible|Crucible]] in [[Shivering:New Sheoth|New Sheoth]]&lt;br /&gt;
|Image=SI-quest-Final_Resting.jpg&lt;br /&gt;
|ImgDesc=[[Shivering:Hirrus Clutumnus|Hirrus Clutumnus]] often wanders at unsafe locations...&lt;br /&gt;
|description=Help [[Shivering:Hirrus Clutumnus|Hirrus Clutumnus]] end his life.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick Walkthrough==&lt;br /&gt;
# Hear rumors around [[Shivering:Crucible|Crucible]] about Hirrus Clutumnus.&lt;br /&gt;
# Talk to [[Shivering:Hirrus Clutumnus|Hirrus Clutumnus]].&lt;br /&gt;
# Meet him by the sewer grate at night and hear his proposition.&lt;br /&gt;
# Put him out of his misery.&lt;br /&gt;
&lt;br /&gt;
==Detailed Walkthrough==&lt;br /&gt;
===Meeting Him===&lt;br /&gt;
[[Shivering:Hirrus Clutumnus|Hirrus Clutumnus]] wants to die, say the citizens of [[Shivering:Crucible|Crucible]].  He has been asking random people for their help with the twisted matter; locate him and see if the rumors are true.  You will meet Hirrus Clutumnus walking around town, and much like [[Oblivion:Glarthir|Glarthir]] in [[Oblivion:Skingrad|Skingrad]], he asks you to meet him after dark in a hidden location.  In Hirrus' case, the location is the sewer grate northeast of the large statue of Sheogorath on his throne that adorns the entrance to Crucible, i.e., at the south end of Crucible, southeast of [[Shivering:Sickly Bernice's Taphouse|Sickly Bernices' Taphouse]]. &lt;br /&gt;
&lt;br /&gt;
===A Quick Chat===&lt;br /&gt;
When you meet Hirrus near the grate, he tells you that he is miserable and wishes to die.  But he doesn't want to kill himself because then he would end up like the poor souls on [[Shivering:Hill of Suicides|The Hill of Suicides]], who endure an unhappy purgatory for eternity. Hirrus wants you to do the deed for him and he doesn't want you to just outright attack him either. He would like it to be a surprise.&lt;br /&gt;
&lt;br /&gt;
===Assist and Descend===&lt;br /&gt;
Luckily, Hirrus climbs the stairs near the palace in the evening and conveniently stands right at the top of a long drop.  If you choose to talk to him you are given a dialogue option to push him off the ledge to a nice blissful death. You do not get a bounty if you kill him this way, and the nearby [[Shivering:Dark Seducer|Dark Seducer]] standing on guard will say (in a seemingly joyful tone), &amp;quot;Someone really ought to put up a railing.  That happens all the time.&amp;quot; Hirrus' final words before falling to his death are, &amp;quot;Peace at last. Thank you! Thank you...&amp;quot;  Another option while he is on the ledge is to walk into him repeatedly until you nudge him off the edge, which will also count as a surprise and an accident.&lt;br /&gt;
&lt;br /&gt;
It is also very easy to follow Hirrus (assuming it is still night time, right after you met him at the sewer grate) back to wherever he is going; whenever you are in the clear (the sneaking crosshair is dim) go ahead and attack him. If you have a high enough sneak rating, the attack should kill him, giving a quick and easy end to the quest and Hirrus' life.  Be careful if you kill him by attacking him, because you are likely to incur a bounty from the Dark Seducer guards. If you entered the Shivering Isles through the Mania Gate, then you can use the Blessing of Mania spell to provoke him into attacking an NPC such as a guard, which will result in his death, but be careful if there are other NPCs around, as Blessing of Mania has an area of effect, and even otherwise it isn't certain which NPC he'll attack if there are multiple.&lt;br /&gt;
&lt;br /&gt;
If you kill him as requested, without him knowing he was about to die, you will find a key to his house on his body.  Upstairs in the house is a jewelry box with a leveled [[Shivering:Ring of Happiness|Ring of Happiness]], which counts as your reward and officially completes the quest.  The ring is enchanted with [[Oblivion:Feather|Feather]], [[Oblivion:Light|Light]], [[Oblivion:Water Walking|Water Walking]], and [[Oblivion:Fortify Personality|Fortify Personality]] enchantments.  In the jewelry box you will also find ''Hirrus Clutumnus' Will'' which explains that he tried wearing the Ring of Happiness for a while, but it made him &amp;quot;feel odd - not myself&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* If you talk to Hirrus before he is ready, or kill Hirrus by &amp;quot;normal&amp;quot; means, while he's aware of your presence, he  will say one of the following lines, ''&amp;quot;Stop! Take me unaware, not like this!&amp;quot;'', ''&amp;quot;Please! No!&amp;quot;'', or ''&amp;quot;No, no! The pain!&amp;quot;''.  &lt;br /&gt;
* Evidence of previous citizens falling to their deaths can be seen in the sewage ravine below the platform.  There are a few scattered bones, rib cages, and pools of blood lying in the general vicinity of the drop.&lt;br /&gt;
* A tombstone will appear after Hirrus' death in the [[Shivering:New Sheoth Graveyard|New Sheoth Graveyard]]. Activate the tombstone to read his epitaph: &amp;quot;Hirrus Clutumnus never felt like he fit in anywhere. He fits in a coffin quite nicely, now.&amp;quot;&lt;br /&gt;
* The containers in Hirrus' house, including the jewelry box where you find the Ring of Happiness, are non-respawning containers and can be used to safely store items.&lt;br /&gt;
*If you jump off the ledge after Hirrus, when you loot his corpse, the key may not yet be present.  Wait for the quest message to appear, then loot his corpse again to get the key.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When you meet Hirrus by the sewer grate to initially hear his problem, you are given the option to respond 'I'm sorry, I can't help you out'.  Answering as such will result in the quest staying active with the update &amp;quot;Hirrus Clutumnus has asked for my help, I've turned him down&amp;quot;, and the marker staying on him. Unfortunately, unlike most other quests that can be delayed indefinitely with such an answer, speaking with Hirrus again at any time results in the &amp;quot;Best not to talk about it here. Meet me by the sewer grate near the statue.&amp;quot; response.  He will never return to the grate or converse with you normally, essentially &amp;quot;jamming&amp;quot; the quest.&lt;br /&gt;
**It is possible to take him to the sewer grate with a strong [[Oblivion:Command Humanoid|Command Humanoid]] spell, once the spell wears off talk to him and the quest should continue normally. You may need to push him a little bit so he stands close enough to the grate.&lt;br /&gt;
** {{USIP}}&lt;br /&gt;
* Using the cupboard in Hirrus Clutumnus' house to store items will set a stolen flag on your items when retrieved.&lt;br /&gt;
:* {{USIP}}&lt;br /&gt;
*Immediately after you finish your conversation with Hirrus outside the sewer grate, he will cower in fear and say one of the phrases stated above. It is easy to erroneously assume that this is your cue to kill him; don't, as there is a Dark Seducer posted right by there at all times. Just walk away and wait for him to be up on the ledge by the [[Shivering:New Sheoth Palace|New Sheoth Palace]].&lt;br /&gt;
:* {{USIP}}&lt;br /&gt;
*Hirrus' corpse will remain in Crucible forever as it is marked as a Quest Item.&lt;br /&gt;
:* {{USIP}}&lt;br /&gt;
&lt;br /&gt;
==Journal Entries==&lt;br /&gt;
{{Journal Entries&lt;br /&gt;
|10||Hirrus Clutumnus told me to meet him after dark at the sewer grate northeast of the statue of Sheogorath sitting on his throne.&lt;br /&gt;
|15||Hirrus Clutumnus asked me for a favor, I've turned him down.&lt;br /&gt;
|20||Hirrus Clutumnus has asked that I kill him.&lt;br /&gt;
|30||Hirrus Clutumnus is dead, just as he wanted. I can now get my reward from his house. The key should be on his corpse.&lt;br /&gt;
|40||I have Hirrus Clutumnus' house key. I should go claim my reward from his jewelry box.&lt;br /&gt;
|200|fin|I've claimed my reward.&lt;br /&gt;
|210|fin|Hirrus Clutumnus is dead. I'll never find out what he wanted.&lt;br /&gt;
}}&lt;br /&gt;
{{OB Journal Entries Notes}}&lt;/div&gt;</summary>
		<author><name>96.245.177.118</name></author>
		
	</entry>
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