Shivering: Unresolved Minor Issues

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Several issues not addressed by the Official or Unofficial Patches still persist in the Shivering Isles. Such issues are not significant enough to be considered glitches; that is, these issues do not affect playability and are unlikely to be noticed by the majority of players. But they are noteworthy in that many of them mirror issues that are fixed by the Unofficial Patches, or are clear cases where Bethesda Softworks made mistakes.

For a similar list of minor issues in Oblivion, look here.


Weapon Issues[edit]

Missing Weapons[edit]

  • Bow of Soul Chill. Shivering Isles adds numerous ...of Soul weapons with Soul Trap and elemental damage enchantments. Eight ...of Soul weapons exist of each major weapon type, except the Bows, which is missing this weapon.
  • Longsword of Numbing. The weapon list used by bosses in the quest Ghosts of Vitharn contains every common longsword with Frost Damage enchantments except this one.


Weapon Erroneous Additions[edit]

  • Longsword of Jolts. The weapon list used by bosses in the quest Ghosts of Vitharn contains every common longsword with Frost Damage enchantments except the Steel version. This weapon was included by mistake instead.
  • Mace of Fire. This weapon appears twice on the leveled list that determines enchanted glass weapon loot.


Weapon Leveled List Issues[edit]

  • Knights of Order weapon list. The leveled list that determines each Knight of Order's weapon has three bad entries. The list erroneously equips the Knights with the Sterile Order Sword at levels 4-5, the Primal Order Sword at levels 6-8, and the Simple Order Sword at level 9-11. Knights instead should be equipped with the Simple, Sterile, and Primal Order Swords in that order.


Attribute Issues[edit]

Names[edit]

Damage[edit]

Health[edit]

Weights[edit]

Gold Values[edit]

  • Perfect Amber and Perfect Madness weapons and ammunition. All basic Iron, Steel, Silver, Dwarven, Elven, Glass, Ebony, and Daedric weapons use an exponential formula, based on Damage and weapon type, to determine gold value. Amber and Madness weapon values are halfway between each set: Impure Amber and Impure Madness are between the Iron and Steel set in value, Unpolished Amber and Unpolished Madness between Steel and Silver, etc. The only exceptions are the Perfect Amber and Perfect Madness sets, which on average are about 6% too low in value to conform to this pattern.
  • Amber and Madness Arrows. While the plain unenchanted Madness Arrow is worth 6 gold, the enchanted version, and both versions of the plain Amber Arrow, are worth 65 gold - significantly more than all other Amber or Madness Arrows.
  • Unpolished Amber Mace. Both versions of this mace have a base value of 85 gold, but should be 55 gold (as most Unpolished Amber weapons fall halfway between Steel and Silver in value).
  • Unpolished Madness Longsword. Both versions of this longsword have a base value of 65 gold, but should be 85 gold (as most Unpolished Amber weapons fall halfway between Steel and Silver in value). This would also give the weapons the same value as their Amber counterparts.
  • Lesser Madness Longsword. Both versions of this longsword have a base value of 140 gold, but should be 165 gold (as most Lesser Madness weapons fall halfway between Silver and Dwarven in value). This would also give the weapons the same value as their Amber counterparts.
  • Dawnfang Superior. At 3250 gold, the level 20-24 version is worth significantly more than the level 20 Dawnfang, Duskfang, and Duskfang Superior (1800 gold), which is atypical for this weapon set.
  • Shadowrend. The level 15 Battle Axe version of this weapon is worth one tenth the gold (220) of the level 15 Claymore version (2200 gold), and significantly less than the level 10 versions (500 gold).
  • Longsword of Soul Chill. Virtually all Silver longswords have a base value of 125 gold, but this one has a base value of only 80 gold.
  • Durable Iron Bow. Most Durable weapons are worth 20% more than their mundane counterparts, but this weapon is worth the same (11 gold) as the Iron Bow.
  • Dark Shortsword. At 10 gold, this weapon is worth significantly less than the Worn Dark Shortsword (25 gold).
  • Worn Dark Waraxe. At 1120 gold, this weapon is worth more than triple the Dark Waraxe (352 gold), and significantly more than any other Dark Seducer weapon.
  • Golden Waraxe. At 13 gold, this weapon is worth the same as the Worn Golden Waraxe, and significantly less than the Dark version.

Magic Enchantments[edit]

  • War Axe of Soul Sparks. This weapon has a Shock Damage 10 pts enchantment, rather than the Shock Damage 5 pts enchantment present on all other ...of Soul Spark weapons.

Magic Charges[edit]

  • Crystal Staves, used by Priests of Order. The level 6 version of this staff has the same charge (1400) as the level 8 version, which is atypical for leveled weapons.
  • Duskfang Superior. Usually, the Dawnfang Superior and Duskfang Superior have roughly the same number of uses before their magic charges are exhausted. The exception is the level 1 Duskfang Superior, which only has 50 uses compared to the level 1 Dawnfang Superior's 55 uses.

Speed[edit]

Reach[edit]