Semi Protection

Skyrim talk:Alteration/Archive 1

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This is an archive of past Skyrim talk:Alteration discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Using Alteration

Early on you can purchase Candlelight and Magelight from magic vendors. Casting these "light" 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...

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 "hostile", 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.

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 ;) — Unsigned comment by 75.145.151.17 (talk) at 13:55 on 17 November 2011

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. 203.32.16.176 07:11, 19 November 2011 (UTC)
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) — Unsigned comment by 188.221.254.17 (talk) at 13:23 on 18 December 2011

Mage Armor

Can someone who is able to (who already has the perk or can use console addperk) test Mage Armor for the details of "if not wearing armor?" 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). Ruchn 17:09, 19 November 2011 (UTC)

Wearing any knd of armor will break it, so for example, Morokei (a mask which counts as armor)wil negate the perk. — Unsigned comment by 178.164.152.186 (talk) at 18:39 on 27 November 2011
Do Robes count as armor? Do "Boots" count as armor? etc — Unsigned comment by 188.194.186.128 (talk) at 04:01 on 10 December 2011
Robes are not armor. Regular boots, gloves and hoods are also not armor. Armor will say "Light Armor" or "Heavy Armor" in the upper left corner of the black box when examined. Mudeye 16:22, 12 December 2011 (UTC)
alright, then this perk is bugged for me. it says +80 (for ironflesh) regardless of what i wear or dont. — Unsigned comment by 188.194.186.128 (talk) at 00:53 on 13 December 2011
The perk isn't bugged for you, the "Active Effects" is bugged. If you look at your actual armor rating it will reflect the correct value after the Mage Armor perk multiplier, while the "Active Effects" status still reports the base value. (Jester, an unregistered user) — Unsigned comment by 128.135.176.40 (talk) at 14:20 on 13 December 2011

() 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? — Unsigned comment by Omega (talkcontribs) at 08:53 on 7 December 2011

I can verify that using only shield "Mage Armor" perk is aplayed. — Unsigned comment by NEVER BoRN (talkcontribs) at 10:29 on 13 December 2011
Needs clarification. Can you verify that Mage Armor is active if you have just a shield equipped? Nnadeau 19:29, 14 December 2011 (UTC)
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. Nnadeau 03:50, 17 December 2011 (UTC)

Water Walking & Water Breathing

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. — Unsigned comment by 78.105.241.24 (talk) at 10:55 on 21 November 2011

Edit: Water walking doesn't seem to be available in skyrim at all, can't find it in the testing room. :( — Unsigned comment by 78.105.241.24 (talk) at 23:35 on 21 November 2011
Someone seems to be going around and just adding all the "Spell effects" 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 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.--Lovless510 04:49, 25 November 2011 (UTC)
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.RIM 10:36, 3 December 2011 (UTC)
Sorry, I meant water breathing:)RIM 17:55, 3 December 2011 (UTC)
Answer: Spell tomes are sold at the college only after you have the skill level that matches the spell. — Unsigned comment by 120.38.84.45 (talk) at 13:59 on 25 December 2011
If you have Dawnguard, water walking becomes available to an extent. It's in the creation kit, Vampire Lords while transformed have the effect constantly while both airborne and grounded.- Vainamoinen-Talk-Stuff 22:39, 30 December 2012 (GMT)

Magic Resistance Perk

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? — Unsigned comment by Darktangent (talkcontribs) at 16:43 on 1 December 2011

Magic resistance does have to do with spell effects. I don't have any coding specifics, though. 95.206.22.189 11:41, 3 December 2011 (UTC)
...so what exactly does it do? 178.183.233.168 22:32, 10 December 2011 (UTC)
--It might show up in Magic menu, effects. Other magic resistances show up there. "Magic Resistance" usually means fire, cold, lightning. Thats what it did in Oblivion but not sure in Skyrim. — Unsigned comment by 67.164.33.239 (talk) at 04:01 on 11 December 2011

() Is the Magic Resistance perk effect only present when a protection spell is in effect (like Stoneflesh) or is it constant? Mudeye 16:46, 12 December 2011 (UTC)

Constant. — Unsigned comment by Balnagghar (talkcontribs) at 03:37 on 14 December 2011
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~. — Unsigned comment by 98.179.176.101 (talk) at 06:31 on 29 December 2011

() 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? — Unsigned comment by 83.81.246.145 (talk) at 00:57 on 21 January 2012

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 "Immune" to magic damage. 98.180.215.134 07:12, 21 January 2012 (UTC)
spell absorption seems to stack up too 100% fine. Tried it on a Breton with atronach stone and dragonskin power. Absorbed all magicka/damage from several blasts of dragon's breath entirely over a span of 60 seconds. — Unsigned comment by 118.92.212.70 (talk) at 11:41 on 4 August 2012

Melaran a Trainer?

The page 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? --Alfwyn 22:18, 3 December 2011 (UTC)

After you complete her quest of clearing out a certain vampire den, not sure if the dungeon is specific or selected radiantly though. 60.234.212.190 19:09, 7 December 2011 (UTC)

Mage armor perk + Master spell Dragonhide

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.

Generally in later game Mage armor perk is waste of 3 perk points.

Please someone confirm this. (Written by Dead_MAX) — Unsigned comment by Dead MAX (talkcontribs) at 09:58 on 9 December 2011

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. 95.206.17.126 09:04, 10 December 2011 (UTC)
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. Mudeye 16:27, 12 December 2011 (UTC)
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. — Unsigned comment by 69.143.61.223 (talk) at 22:24 on 13 December 2011
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. — Unsigned comment by 69.143.61.223 (talk) at 01:35 on 16 December 2011
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).
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.
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.
Ebonyflesh with perks and no armour reduses damage at 36% only - pers receives 3.2 times more damage than with Dragonhide and no armour. — Unsigned comment by 178.140.94.7 (talk) at 21:37 on 4 January 2012
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 — Unsigned comment by 174.111.121.141 (talk) at 22:20 on 30 January 2012
Dragonhide can be dual cast to increase spell duration, as mentioned above. — Unsigned comment by 143.238.229.122 (talk) at 12:56 on 14 February 2012

() I would like to point out that just because the animation doesn't change, the spells can be dual cast for a stronger effect. — Unsigned comment by 76.122.136.202 (talk) at 17:23 on 3 September 2012‎

Stability Perk

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 -> 90), and spells like Paralysis are increased 5 seconds (10 -> 15). I don't like that it just says "greater duration" in the description. Duppy 21:50, 11 December 2011 (UTC)

Thought for improvement - the stability perk, as described, should increase the duration of your mage armor from 60 seconds to 90 seconds (1.5 times -- or 50% more time). However, this is not sufficient. It should at least double the duration to make the duration of the mage armor spell (e.g. ebonyflesh) consistent with the bound weapon duration. It is troubling to have 120 seconds of bound weapon use only to have the armor disappear half-way through use of the weapon. Strategically, the best solution I have found is to simply use light-armor with the equivalent enchantment to whatever robe you are trying to mimic. That ensures your armor doesn't vanish in the middle of combat -- and the weight of light-armor is minimal. — Unsigned comment by Drankinatty (talkcontribs) at 06:30 on 16 December 2012

No Info on dual casting alteration.

does it alter the magnitude or the duration? — Unsigned comment by 89.138.86.144 (talk) at 12:44 on 12 December 2011

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. -Duppy 00:22, 13 December 2011 (UTC)
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).--69.205.180.81 05:38, 13 January 2012 (UTC)

Spell costs for 0 skill?

Really? What is the point, your character will always have at least 15 points in each skill. Putting the costs back to skill level 15 of the matching magic would be more relevant. — Unsigned comment by 90.12.100.172 (talk) at 02:01 on 13 December 2011

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 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. Kalevala 00:51, 14 December 2011 (UTC)
It's better to be completely correct than mostly correct. Skills are designed to work from 0 points. — Unsigned comment by 98.179.176.101 (talk) on 29 December 2011
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.
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. --NepheleTalk 06:44, 29 December 2011 (UTC)

Telekinesis Damage

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? — Unsigned comment by 89.138.86.144 (talk) at 09:16 on 14 December 2011

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 — Unsigned comment by 98.238.243.104 (talk) at 00:33 on 22 January 2012
What type of dead bodies? Small like Bunnies or something large but realistic like Sabrecats?- Azurome 21:03, 25 January 2012 (UTC)

Transmute Mineral Ore

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. --Arpaleggia 11:57, 5 January 2012 (UTC)

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).--69.205.180.81 00:56, 13 January 2012 (UTC)
Anon-"Using transmute after mining, works. While walking around doing quests you can just cast that spell, like you do with muffle. Transmute is easy to find for free, and in a mine surrounded by iron. It is not a powerleveler, but it is something that helps you until you're at the level to get other skills" — Unsigned comment by 68.193.37.194 (talk) at 19:59 on 20 June 2013‎
Using this spell to level is already in the article. If casting it without any ore in your inventory is possible, and actually gives you a comparatively substantial amount of XP, then this should included in that note. --Xyzzy Talk 21:11, 20 June 2013 (GMT)

Transmute Skill Level Requirement

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?

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--Lord.Baal 02:56, 14 January 2012 (UTC)
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 -> 1 bar -> 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. — Unsigned comment by 66.18.49.84 (talk) at 18:42 on 16 April 2012

Equilibrium: Bugged?

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. — Unsigned comment by 75.34.55.137 (talk) at 07:15 on 16 January 2012

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. — Unsigned comment by 75.34.55.137 (talk) at 07:27 on 16 January 2012

Atronach

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 "30% of the magicka of any spells that hit you", 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). — Unsigned comment by 124.148.182.134 (talk) at 01:08 on 7 February 2012

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.
But not having a visible entry in Active Effects page eludes me as well. — Unsigned comment by 85.107.164.66 (talk) at 19:48 on 15 February 2012

() 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? 82.243.194.53 11:16, 21 March 2012 (UTC)

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? — Unsigned comment by 24.38.223.147 (talk) at 08:27 on 18 April 2012
The reason it doesn't show up in active effects is because its only effect has Hide in UI checked. 96.245.177.118 00:08, 24 April 2012 (UTC)

Question: Does the Atronach perk stack with the Atronach Stone effect? I have the 50% Absorb from the Atronach stone in my buff list but it doesn't show the 30% Absorb from the Atronach perk?

Edit Conflict

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) --88.112.41.113 22:26, 21 February 2012 (UTC)

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. Minor EditsThreatsEvidence 22:29, 21 February 2012 (UTC)
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->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?! --88.112.41.113 22:34, 21 February 2012 (UTC)
EDIT: First time I heard about this caching problem was here: [1] --88.112.41.113 22:36, 21 February 2012 (UTC)
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 here. Your issue might have something to do with it. It will likely be resolved soon, though. Minor EditsThreatsEvidence 22:44, 21 February 2012 (UTC)

Does vampirism increase Mage armor power or duration?

I'm really low level right now, so I'm not in a position to test this. Does being a vampire increase the armor gained from Mage Armor perks? Or just the duration?

I still think that dual dragon hide is probably best for my build,unarmored Mage, but it is tempting. — Unsigned comment by 24.17.79.246 (talk) at 16:53 on 12 July 2012

Assuming you mean a Vampire with the Necromage perk, then I'm fairly certain that it doesn't affect power. The other flesh spells receive duration boosts from dual casting, but no power boosts, so it makes sens that Dragonskin works the same way. It wouldn't really matter anyway, since damage already caps at 80% I believe. As for the duration boost, I'm not sure whether it's applied on top of the stability boost, or if it's applied after the boost (i.e., if it's [30 * (1.5 + .5) * 2.2 = 132] or [30 * 1.5 * 1.5 * 2.2 = 148.5]. My assumption is the latter, since that's how Stability and Dual Casting cooperate. But yeah, Necromage does get a 50% duration boost. So 50% from Necromage, 50% from Stability, and 120% from dual cast = well over two minutes of 80% damage resistance, which means you can easily just cast it between battles, and never need to worry about running out of armor at a critical moment. (And if it ever does end in the middle of battle, just keep Ebonyflesh hotkeyed for emergency quick casting.) --50.131.64.152 00:14, 14 July 2012 (UTC)

YES IT DOES affect the magnitude as well as the duration!!! For example, my Necromage vampire's Ebonyflesh provides 125 armor for 90 seconds (the armor rating number confirms this). This should be added to the main page, can anyone check if this affects the spells cast together with the perks, i.e. do we get 375 armor with "clothes only"? 46.199.1.43 21:15, 20 November 2012 (GMT)

Dragonhide Physical Damage Reduction and Armor Rating Physical Damage Reduction

The physical damage reduction from Dragonhide appears to be distinct from the physical damage reduction from armor rating and the two can work together in a manner analogous to the way magic resistance and elemental damage resistance work for up to a net physical damage reduction of 96%. For further details see section with the same name on the discussion page for the Skyrim:Armor article. — Unsigned comment by DagmarH (talkcontribs) at 04:58 on 21 July 2012

Spell Absorption and Summoning Spells

I've found that when casting summoning spells, in this case Summon Dremora Lord, spell absorption treats the spells as hostile and absorbs it a percentage of the time. This was particularly noticeable when under the sign of the Atronach (50% spell absorption) and with the spell absorption perk from the alteration tree (30% spell absorption). It was visibly obvious that the spell was being absorbed 80% of the time. However, this problem has a hidden perk. Absorbing the spell seems to grant far more mana than what I expended, possibly due to having 100 skill in the conjuration discipline. By casting summon dremora lord, I could effectively refill my mana nearly instantly, which tends to mitigate the lack of mana regeneration from the sign of the Atronach. Feel free to verify this if. I would be interested to hear what other people find out about this phenomenon.— Unsigned comment by 66.75.123.164 (talk) at 17:03 on 17 August 2012

Only list the best Detect Life leveling locations?

Whiterun will hit 26 Detect Life targets, Riften will hit 22 while Solitude sits at about 15. Given that Whiterun is far more accessible than Solitude and Riften is equally accessible, should I update the page with the better locations? --118.208.201.236 13:09, 4 January 2013 (GMT)

Armor Rating with Alteration Spells

Do Alteration x-flesh spells give the hidden 100 point Armor Rating bonus like physical armor does? --97.97.190.53 03:24, 21 January 2013 (GMT)

Mage Armor Exceptions

I'd like to add an entry to the article about special items with an armor rating that don't disable the Mage Armor perk, given that there are so few exceptions. (It could go right under the note about shields.) So far, there are six that I know of: General Tullius' Armor, Fine Armguards, Miraak's Boots, Amulet of Articulation, Amulet of St. Jiub, and Diadem of the Savant. Only a couple of these items are noted to have this effect on their article entries and I think it would be worthwhile to list them all together here, for the benefit of anyone contemplating their use. SonGoharotto (talk) 23:24, 25 January 2013 (GMT)

This is a really good idea. I can't think of any others offhand, but it would certainly be worth documenting this kind of exception-- it's definitely useful information for players who use a certain playstyle. — ABCface 07:37, 26 January 2013 (GMT)
Okay, I put it with the entry about Mage Armor and shields. SonGoharotto (talk) 04:09, 27 January 2013 (GMT)

stability + slow time

i think it should be mentioned somewhere that stability increases slow time duration 50.99.131.242 09:39, 24 February 2013 (GMT) nvm i will just add it to slow time page 50.99.131.242 09:43, 24 February 2013 (GMT)

Atronach Perk affecting and/or affected by magic resist?

It's something I've yet to test out, but I noticed while viewing the "PertAtronachEffect" effect in the Creation Kit that it sets a resist type for the perk's effect as MagicResist. Can anyone clarify what the effect of this setting would be? Is a player's magic resist stat, due to this effect having a magic resist type set, possibly actually reducing the 30% absorb spell chance added by this perk? It seems to me that it's a bug on Bethesda's part for this perk to have a resist type even set at all (since the absorb chance effect on the Atronach Stone doesn't have a resist type set), and that it might actually be applying magic resist to the magnitude of the effect; potentially causing the perk's absorb spell chance to be reduced by up to 85% (depending on how much magic resist you have), possibly resulting in an actual absorb chance of only 4.5%?! — Unsigned comment by 98.232.182.181 (talk) at 23:29 on 30 March 2013

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