This article is about the skill. For the physical equipment, see Heavy Armor (item).
|Skill: Heavy Armor|
Heavy Armor is the skill governing your ability to move and fight in heavy armor. Each skill point increases your armor rating from heavy armor by 0.4% (1.5% for NPCs). The Heavy Armor skill tree has a total of 8 perks, requiring a total of 12 perk points to fill.
Additional types of heavy armor that are forgeable: ancient Nord armor, bonemold armorDB, chitin heavy armorDB, dragonplate, Imperial armor, Nordic carved armorDB, and stalhrim armorDB. There are also a few types of generic, unforgeable heavy armor: Dawnguard heavy armorDG, Blades armor, Falmer armor, and wolf armor.
|Perk||Rank||Description||ID||Skill Req.||Perk Req.|
|Juggernaut||1||Increases armor rating for Heavy Armor by 20%.||000bcd2a|
|2||Increases armor rating for Heavy Armor by 40%.||0007935e||20 Heavy Armor|
|3||Increases armor rating for Heavy Armor by 60%.||00079361||40 Heavy Armor|
|4||Increases armor rating for Heavy Armor by 80%.||00079362||60 Heavy Armor|
|5||Increases armor rating for Heavy Armor by 100%.||00079374||80 Heavy Armor|
|Fists of Steel||Unarmed attacks with Heavy Armor gauntlets do their armor rating in extra damage.||00058f6e||30 Heavy Armor||Juggernaut|
|Cushioned||Half damage from falling if wearing all Heavy Armor: head, chest, hands, feet.||000bcd2b||50 Heavy Armor||Fists of Steel|
|Conditioning||Heavy Armor weighs nothing and doesn't slow you down when worn.||00058f6d||70 Heavy Armor||Cushioned|
|Well Fitted||25% Armor bonus if wearing all Heavy Armor: head, chest, hands, feet.||00058f6f||30 Heavy Armor||Juggernaut|
|Tower of Strength||50% less stagger when wearing only Heavy Armor.||00058f6c||50 Heavy Armor||Well Fitted|
|Matching Set||Additional 25% Armor bonus if wearing a matched set of Heavy Armor.||00107832||70 Heavy Armor||Tower of Strength|
|Reflect Blows||10% chance to reflect melee damage back to the enemy while wearing all Heavy Armor: head, chest, hands, feet.||00105f33||100 Heavy Armor||Matching Set|
- Does not affect shields.
- "All/Only Heavy Armor" does not necessarily need to be a matching set. For example, some pieces might be Dwarven and others might be Orcish. In addition, the shield can be Light without removing the effect.
- A Set is Matched if the four pieces of worn armor (armor, helmet, gloves, boots) share the same material. Shields of all types match all armor.
Usefulness of Reflect Blows
While the description of Reflect Blows seems potent, it does not entirely work as described. Indeed, opponents who have the perk (such as the Ebony Warrior) can one-hit-kill you in certain circumstances if the perk triggers, the damage is calculated a little differently for players.
The perk will not reduce damage taken. When it triggers, a melee attacker will take some of the damage dealt to you, but you will also take that damage. If your character that has reached the armor cap of 567 (which grants an 80% damage reduction) it means in the damage reflected back at attacker is also reduced by that same 80%. The damage reflected back is also affected by the Block skill, which caps at an 85% damage reduction. The usefulness of the perk becomes questionable as the most damage you can mitigate with heavy armor and block is 97%, meaning you will reflect only 3% of the damage an enemy does to you. On Master difficulty the perk becomes almost worthless because while you take double damage, the damage you reflect is also subject to the half damage you deal.
Comparison to Light Armor
- By default, heavy armor is more protective than light armor until armor cap is reached. This advantage can be negated by player's actions, such as always using higher-grade light armor of better quality. Once armor cap is reached, no armor is more protective as they all provide the same 80% physical damage reduction.
- The Fists of Steel perk provides an extra source of damage for unarmed combat, which is unique to heavy armor. This can be combined with the Fortify Unarmed enchantment and any racial bonuses to provide a viable alternative to weapons and magic.
- Heavy armor has perks for significantly reducing stagger and falling damage.
- The Reflect Blows perk essentially grants every set of heavy armor a 10% chance to punish a melee attacker. Though the usefulness of this perk is questionable, as long as the player does not mind taking a lot of hits in melee, the bonus damage helps.
- Heavy armor weighs more than light armor, which causes the player to move more slowly and takes up more of their available carry weight. For most players, this disadvantage can be negated with the Conditioning perk or the Steed Stone effect.
- Due to the extra weight of heavy armor, stamina is consumed at a greater rate while sprinting in heavy armor without the Conditioning perk or the Steed Stone effect.
- Due to the heavy nature of heavy armor, specializing in heavy armor is a bad choice to players who prefer to be agile and/or wish to most conveniently carry multiple sets of armor/clothing with a variety of enchantment combinations.
- Heavy armor is not stealth friendly. Wearing heavy armor creates more noise while moving, which makes it harder to sneak. This can be negated with the Muffle enchantment or spell as well as the Silence perk in the Sneak tree.
- Heavy armor does not boost stamina regeneration, whereas the Wind Walker perk turns every set of light armor into an extra source of stamina regeneration, making light armor a great help whenever stamina is needed for attacking, blocking, and/or sprinting.
- Heavy armor does not (have a perk to) completely negate incoming damage, whereas the Deft Movement perk allows every set of light armor to randomly completely negate the damage from 10% of melee attacks. Since no armor can provide more than 80% physical damage reduction, the Deft Movement perk makes light armor more protective than heavy armor against melee attacks once the 80% cap is reached. Unlike the Reflect Blows perk, Deft Movement is always useful, especially for surviving on Master/Legendary difficulty.
The following races have an initial skill bonus to Heavy Armor:
- Gharol in Dushnikh Yal (Expert)
- Farkas of the Companions in Whiterun (Master)
- IsranDG in Fort Dawnguard (Master)
- KuvarDB in Thirsk Mead Hall (Master)
Note: Trainers that double as followers can train you for "free". They will still charge you, but you can get the gold you spent back by checking their inventory.
- This exploit is no longer possible as of version 1.2.6 of the Unofficial Skyrim Patch.
- +1 Heavy Armor from Brunwulf Free-Winter in Windhelm for clearing a bandit hideout.
- +1 Heavy Armor (and other combat skills) from Giraud Gemane (Bards College) for completing the quest Rjorn's Drum.
- +1 Heavy Armor (and Block, Archery, and One-handed) from Wulf Wild-BloodDB for finding his brother during Filial BondsDB.
- +5 Heavy Armor (and other combat skills) by selecting "The Path of Might" from the Oghma Infinium after completing the quest Discerning the Transmundane.
Gaining Skill XP
- Armor skill increases are based on the raw attack rating (plus any power attack bonuses) of an enemy strike.
- Methods that improve armor rating, such as Smithing, skill enchantments, spells, potions or shouts, have no adverse effect on the XP gained. For example, a character with an armor rating of 400 will receive the same XP as a character with an armor rating of 100 for the same enemy strike.
- The number of heavy armor items simultaneously worn by the player does increase XP gained. For example, receiving damage while wearing four pieces of heavy armor will result in more XP than wearing three pieces.
- Regenerate Health potions and enchantments can help with staying alive while training, potentially allowing you to leave the game unattended. This can also be accomplished with natural health regeneration during brawling sessions with NPCs or when fighting very weak enemies like skeevers, though skill gains will be very slow.
- Once your Heavy Armor skill is level 30 or higher, guards will begin to say, "Best offense is a good defense, am I right?"
- Heavy Armor is the only skill that can directly modify unarmed attacks by way of the Fists of Steel perk. The perk modifies the damage done by unarmed attacks by the worn gauntlets' base armor rating, unmodified by perks, enchantments, or skill levels. This means Daedric gauntlets only add 18 damage to your unarmed attacks no matter what. The Khajiit Claws racial ability should be on par with the Orcish gauntlets (15 base armor rating). The Claws ability stacks with this perk (so Claws + 100% base armor rating of gauntlets + base damage = damage). Making use of the Fortify Unarmed Damage enchantment will further raise the damage done with fists.
- Damage done by fists will increase heavy armor skill if heavy armor gauntlets are worn, but the experience given is drawn from the base damage of the gauntlets before player perks, tempering or enchantments, thus you will often level faster with rapid, repeated blows using a simple set of iron gauntlets than you will with stronger gauntlets that hit harder and may kill an opponent in fewer hits. For example, a set of gauntlets with a base armor rating of eighteen could be tempered, used with Fists of Steel and enchanted with Fortify Unarmed Damage. With a high enough enchantment skill, they could easily surpass the damage done by much heavier, slower weapons, making the Dragonborn amazingly dangerous up close. But the experience given per hit is calculated from the base armor rating of eighteen, thus all bonus damage reduces the number of blows you can make (and XP you can gain) before the opponent dies.
- Note that when leveling up Heavy Armor, you have to take damage from an outside source—Equilibrium, for example, will not level up the skill. The amount of damage a blow would cause will dictate the amount of experience you gain, not the number of hits you take. One way of leveling up Heavy Armor is by fighting giants. From a starting level of 15, by training against a giant you can reach a level of over 50 within 5 minutes of getting bludgeoned, provided you don't die. A healing spell would be most helpful while training. Note that at early levels, the giant's ground shatter attack with its club is often fatal, unless you have a lot of health to spare.
- With the Conditioning perk, when you carry more weight than you could without the perk, and you save a game, upon loading from inside the game, you will be over-encumbered (as if you didn't have the perk) until you open your inventory. This typically occurs only after an event, such as your death, removing all of your active effects. If you die and then quickload, you may become affected by this bug until you relaunch the game. The same behavior can be observed with the Steed Stone effect which is identical to Conditioning and the Light Armor perk Unhindered.
- If this happens, entering your inventory will let the game readjust your carry weight to its proper value.
- With the Conditioning perk active, you can stack the same type of Heavy Armor that is currently equipped without adding to your Carry Weight. For instance, if you have an Iron Helm equipped and have another Iron Helm in your inventory, they will stack onto each other as if they are both equipped, but you will not gain additional Armor Rating or enchantment bonuses after the first equipped helm. Armor of the same type that you have enchanted will also stack but enchanted armor that you find or buy will not stack. The type of enchantment does not need to be the same in order for the armor to stack.
- Ebony armor is unaffected by the Heavy Armor perk Matching Set.
- This bug is fixed by version 1.9 of the Official Skyrim Patch.
- When wearing an ebony helmet in third person, you may notice that your character's shadow does not have a head.
- This bug is fixed by version 1.2.2 of the Unofficial Skyrim Patch.
- Dawnguard heavy gauntletsDG do not benefit from the Fists of Steel perk like other heavy gauntlets.
- This bug is fixed by version 2.0.0 of the Unofficial Dawnguard Patch.
- Armor types introduced in Dragonborn incorrectly get only a 20% bonus from Matching Set instead of the expected 25%.
- This bug is fixed by version 1.0.5 of the Unofficial Dragonborn Patch.
- Golden and Madness heavy gauntletsCC do not benefit from the Fists of Steel perk like other heavy gauntlets.