Skyrim talk:Specialty Gear

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Archive 1: Nov. 2011 - Sep. 2012

Amulet Location(s)?[edit]

I'd like to add in locations to each of these amulets as I go since I accidentally sold one of mine (Talos) and would really like to get another. I know there are multiple of each in the game, but i'm not sure if they are randomly assigned or permanently in specific locations. Any help on this would be great. Thank you.Cpjuggs24 06:25, 13 December 2011 (UTC)

They are random drops/loot. I've gotten quite a few of them from random chests. I also seem to recall a lot of the Stormcloak soldiers carrying them (mostly Talos) during the Imperial Legion quest lin — Unsigned comment by 74.215.42.102 (talk) at 20:36 on December 13, 2011
Can anyone confirm if they have an Amulet of Arkay in their Proudspire Manor safe? It might be a fixed spawn location — Unsigned comment by 75.80.97.155 (talk) at 05:39 on January 1, 2012
The Amulet of Talos is not a guaranteed find at the Shrine of Talos West of Winterhold. — Unsigned comment by 216.252.35.185 (talk) at 23:17 on 3 July 2012 (UTC)
I also could not find an Amulet of Talos at the Shrine West of Winterhold. Found a Dwarven Battleaxe, an Alchemist's Satchel with a Human Heart inside, and a One-Handed Skill book but no Amulet. 184.63.126.54 03:01, 20 October 2012 (GMT)
Also confirmed. It seems the only things always at that location are a leveled Battleaxe, an Alchemist's Satchel and the One-Handed skillbook.--DaedalusMachina (talk) 07:25, 16 December 2012 (GMT)

() Does anyone know of any guaranteed locations for a amulet of Dibella, the pickpocket Haelga thing does not work with 1.9? Wrath425 (talk) 06:05, 13 December 2013 (GMT)

I just checked in the CK and there aren't any guaranteed locations. Haelga always has it as part of her outfit, and the Stormcloak & Imperial soldiers have a chance of carrying one, and aside from that it is sometimes stocked at Radiant Raiment in Solitude. — ABCface 07:26, 13 December 2013 (GMT)

The infamous full-face Imperial Helmet.[edit]

The page has this description for the three known locations:

This is a full-face version of the Imperial Helmet. One can be found during Scoundrel's Folly. There is also one just inside the entrance of Meridia's Temple next to a desecrated corpse. A much more obscured one can also be found at a Shrine of Talos on a mountaintop, following the path south of Froki's Shack.

In the description for the third location, "A much more obscured one can also be found..." is not helpful or informative. It's a subjective evaluation, and makes it sound like this location is especially difficult to get to or that the helmet is hard to find. That really isn't true. The location is extreme easy to get to and the helmet is out in plain sight, as is the rest of the loot at this shrine. I'd say it's probably the easiest location to obtain this helmet, since you don't have to initiate a quest or enter an interior cell to get to it.

I only mention this because this particular style of helmet seems to be a recurring topic with gamers asking where to find one. The way the info on the page reads makes it seem like the third location is the most difficult option for obtaining this helmet and could send a gamer along a worse or more difficult path for a bit of loot.Evil-i 21:58, 26 August 2012 (UTC)

I'm the kind of person who likes knowing where to find as many as copies as I could ever possibly need of a given piece of armor or weapon in Skyrim. So the one at the Shrine of Talos respawns right?--Playerseekingbugs (talk) 22:25, 12 March 2013 (GMT)
(PS3 user) Yes, it does.MrC (talk) 22:56, 12 March 2013 (GMT)

Amulet of Julianos location[edit]

The location given on the page at Fort Amol seems to be problematic. If I go to the location via player.moveto 000e68d1 it puts me to the shrine, but no amulet to see. In one reload attempt I could later find it nearby on the floor, the fight with a magic user seems to have disloged the amulet. Is the amulet initially stuck in the texture or is there anything else I am missing? --Alfwyn (talk) 04:01, 15 September 2012 (GMT)

This is especially problematic for me because a Shrine of Julianos is the only thing missing from my homestead. I use to see them all the time early in the game, before any of the DLC came out. Now that I'm at level cap and I actually need one, I can't find any. It's the only one that never seems to be fore sale at Radiant Raiment either. Do these only spawn as loot or in shops at low level? SonGoharotto (talk) 17:26, 27 December 2012 (GMT)
Aside from a very few guaranteed locations, all divine amulets are only random, as far as I know. General goods merchants usually have 2 items at 25% chance which can either be unenchanted jewelry or a divine amulet. You may have to cheat to get one. You can use console commands if on a PC, or on a console you can save, attack the vendor, and reload to force an inventory reset. Quillan (talk) 19:37, 27 December 2012 (GMT)
What would need testing is what happens if Fort Amol is taken over during the civil war. The shrine disappears and the amulet may be up for grabbing. --Alfwyn (talk) 00:19, 30 December 2012 (GMT)
I have the same issue. First time visiting Amol on this character, sniped the occupants off and found the shrine but no amulet. It says this is supposed to be a guaranteed location; is it wrong? AyaHawkeye (talk) 21:35, 4 January 2015 (GMT)

Vampire Hood[edit]

I've been trying to find this, been playing Dawnguard for 100 hours and haven't come across it yet on the Vampire side >_> all the vampire's I've ever fought had no hoods. How is this so hard to find ffs. — Unsigned comment by 76.64.194.183 (talk) at 13:33 on 3 October 2012‎

I found one on the "visiting advisor" or whatever he's called in the radiant quest to protect the Jarl. He had a full "set" of vampire clothes; robes, hood, boots and gloves. Never found it anywhere else though. AyaHawkeye (talk) 16:00, 15 October 2012 (GMT)
Yes, according to game data that is the only chance to get it. Rogen would wear one too, but he doesn't appear in the game. --Alfwyn (talk) 16:11, 15 October 2012 (GMT)

Suggested Split[edit]

This page is huge. I think it would be a good idea to copy Oblivion:Specialty Gear and split it into multiple pages. —Legoless (talk) 15:33, 14 October 2012 (GMT)

Several of the item pages are currently huge (Generic Magic Apparel is really huge), and as outlined at Animal Parts#Kothyr's Head I'd like to split off all items that can only be gained through console use to one page, and all items that can only be used by NPCs to another page. This alone might not help this page much, but I think those suggested splits should be coordinated a bit, so I mention it here. --Alfwyn (talk) 15:49, 14 October 2012 (GMT)
For what it's worth, I agree, but bear in mind that Oblivion:Specialty Gear is a lot different from this page. They were dealing with mostly gear that was only worn by a few NPC's or was unacessable to the player, while a lot of the specialty gear that we have is very much an integral part of the game. And what do we do with Skyrim:Unique Items? I understand that unique is supposed to contain only items found in one place, but there seem to be items of both pages that could be argued for the other page--Anil (talk) 16:23, 14 October 2012 (GMT)
I've copied a bunch of stuff off onto Skyrim:Unobtainable Items, both from here and from Skyrim:Unique Items. Needs a look-over still, and we can probably remove statements such as "Cannot be found in-game", since that would apply to ALL items on that page. (Though we may wish to distinguish between those that are in the game and just not visible to the player vs. those which could be equipped by the player except that they're not accessible except via console.) Also things like tempering might be irrelevant - you can't temper what you can't see or acquire, after all. Once it's all good, we can then remove said items from other pages, so they only appear there. TheRealLurlock (talk) 19:53, 28 October 2012 (GMT)
Thinking a bit more about it, I guess a third page would be "Item Templates". This are the items with a description of "cannot be obtained unenchanted". They are used by the game only to define other items. It looks like item templates were not added from Dawnguard on, so we might want to document some missing ones. Often enchanted versions link to the base template. I think we should really create three pages instead of another page that's just too big. --Alfwyn (talk) 20:03, 28 October 2012 (GMT)
There's a few "template" items in vanilla Skyrim, notably the Unenchanted Staves, which I also need to add to the page, hold on... Okay, thanks for waiting. Not sure how many other items we're talking about here though. Don't have access to Dawnguard data to look for these things. Anyhow, given that I expect this page to have relatively low traffic (How many people really care about items they can't find or use in the game?), it's lets of a problem if it gets really big. The idea here is mainly to get those items off of the other pages, specifically because the average visitor probably doesn't care about them, but we feel like they should be documented somewhere anyhow. TheRealLurlock (talk) 20:14, 28 October 2012 (GMT)
Yes, the main goal is to get those items from the other pages. But this doesn't mean we need to create another hard to maintain and navigate article. If we are going through all the moving around, we might as well try to get it right the first time. --Alfwyn (talk) 21:56, 28 October 2012 (GMT)
For what it's worth, I've started playing Skyrim again and found myself playing around with console commands and like having all this information available. Found it very helpful. I did not mind the large page as there is the TOC with links. But I can't comment on how hard it is to maintain. FYI - I really like how the items are organized along with the icons. Nice improvement. Maeve4444 (talk) 04:47, 2 December 2012 (GMT)
BTW - Thank you for the Winterhold Shield code. I always hang the shields in my houses, (pickpocket or loot dead guard) but Winterhold guards don't carry a shield. Every game I would be bummed I was missing that one shield. Bottom-line, I strongly agree that the information should be documented. I consider myself the average player and don't think I'm unusual in decorating my houses with my trophies (armor etc). Maeve4444 (talk) 05:25, 2 December 2012 (GMT)
FYI - the guards in Winterhold (the city) may not carry shields, but other guards in Winterhold (the hold) do. Try looking for Whistling_Mine. There may be others as well, that one I just confirmed in the CK. TheRealLurlock (talk) 13:55, 2 December 2012 (GMT)

() Why don't we put the armors and weapons from here on the respective Skyrim:Armor or Skyrim:Weapons page? At least for the obtainable items I think it would be helpfull to compare them to the others. Some of the gear on this pages is not smithable as well (Fur Armor / Skyforge Steel Weapons), and it would be a reasonable splitting to put the obtainable Weapons/Armor on those pages, the unobtainable ones to the Skyrim:Unobtainable Items, the amulets of the divines for example to Skyrim:Jewelry#Amulets, and so on SarthesArai (talk) 11:50, 1 January 2013 (GMT)

Why not Put the Dawnguard Items into a Dawnguard Specialty items into there own page.That would make the page smaller. Dunehelm 16:24, 16 August 2013 (GMT)
I agree with Maeve4444 about how nice it is to have all the information in one place, but also with TheRealLurlock that unobtainable items should not necessarily be on this page. A suggestion I have for the "by-console-only" items is to move them to the Unobtainable Items page but to place several links between the three (Unobtainable Items, Unique Items, and Specialty Gear) pages; the pages aren't very well integrated right now, in my opinion (consider, for example, that despite the fact that I have been to this page numerous times, this is the first time I have ever heard of an "Unobtainable Items" page). Also, I see several items (for example, the NPC Thieves Guild Armor) on the Unobtainable Items page and one of the other two pages.
Last (but not least), there seems to be confusion (and a shortage of links) between the "Unique Items" and "Specialty Gear" pages. I understand "unique" to mean that there is only one (which I think is most people's definition of unique). Some specific examples that I saw were:
The Ancient Falmer Armor is on the Specialty Gear page (under "Falmer Armor"), despite the fact that, except by using the console, it can only be obtained once (by looting Arch-Curate Vinthur).
The Thieves Guild armor, which can be obtained multiple times by picking up the pieces in the Thieves Guild HQ, and (after patch 1.4) an unlimited number of times by letting the place respawn, is on the Unique Items page.
The Worn Shrouded Armor is on the Specialty Gear page despite saying "Except for the second version of the Worn Shrouded Armor (00105966), one(emphasis added) example of each piece of equipment can be found in the Dawnstar Sanctuary.", while the normal Shrouded Armor (and Shrouded clothing) is on the Unique Items page, despite the fact you can obtain more than one copy by picking up the pieces in the (Falkreath) Sanctuary, or by looting the Dark Brotherhood members (during either "Destroy the Dark Brotherhood!" or "Death Incarnate"). Bookwyrm1357 (talk) 06:55, 13 December 2013 (GMT)
I think Uncraftable/Faction related stuff should stay on this page. The description at the top of the page says the page is for: "items that can be found in many locations in the game, but yet do not qualify as generic weapons or generic armor" which I think merits its own page. When I go to the Skyrim:Armor or Skyrim:Weapons page, I am looking for generic/craftable stuff, not more exotic stuff like Falmer/Draugr gear (some links, however would be nice).Bookwyrm1357 (talk) 06:55, 13 December 2013 (GMT)

Dawnguard weapons[edit]

How much extra damage do the dawnguard weapons do against vampires? — Unsigned comment by 82.73.72.148 (talk) on 29 October 2012‎

Dawnguard weapons and armor add the DLC1DawnguardItemPerk while equipped. That perk has a description of "Dawnguard weapons do extra damage against vampires, and Dawnguard armor protects better vampires." - yes there's missing an "against". I'm not sure how the game makes sure only Vampires are affected, but those are the values listed in the CK for the perk:
Modify Tempering Multiply Value 2.00
Calculate Weapon Damage Add Value 5.00
Mod Incoming Damage Multiply Value 0.75
Mod Incoming Spell Magnitude Multiply Value 0.75
Mod Bashing Damage Add Value 5.00
Modify Armor Rating Multiply Value 1.20
--Alfwyn (talk) 16:26, 29 October 2012 (GMT)
I was wondering if it would be useful info to note that you can't enchant the DG helmet or shield (presumably because they are already 'enchanted' with anti-vamp bonuses...although that doesn't stop you from enchanting the DG ax and hammer). Csjimmy (talk) 08:31, 3 March 2017 (UTC)

Thalmor[edit]

Dont you think that the glass armor should be added for Thalmor because they wear that also? just sayin 70.181.100.226 20:45, 11 November 2012 (GMT)

The list in that section is for faction specific armor, you'll notice that ordinary Elven armor has been omitted too. Glass armor can be found on lots of NPCs in the game, not just Thalmor. Silence is GoldenBreak the Silence 20:51, 11 November 2012 (GMT)

Imperial Shield (Heavy) Location?[edit]

Anyone know where I can find an Imperial Shield (heavy) without crafting it? Cheers -HK — Unsigned comment by 87.86.169.66 (talk) at 11:56 on 28 November 2012 (GMT)

They are carrried by several NPCs and there are 16 locations where they can be found. One of them is at Fort Snowhawk on a table near the southeastern wall (map). --Alfwyn (talk) 12:55, 28 November 2012 (GMT)
Perfect! Thanks -HK 87.86.169.66 10:37, 7 December 2012 (GMT)

Blades Armor[edit]

This page says that blades armor can be found in the chest in Sky Haven, and on "any Blades recruits you come across." This statement is confusing... you cannot trade Blades recruits for their armor. Does this mean they would have to die? It appears to me that the set you're given from the chest is the only armor you have access to. Any help? In any case, the description should probably be reworded to be more helpful — Unsigned comment by 68.106.135.147 (talk) at 22:46 on 6 December 2012‎

(PS3 user) If you want their armor without killing them, paralyze them and then use pickpocket. Their entire inventory will show up in a moment of complete susceptibility and you can steal what you want. If you want to give them different armor to wear, you could use the same opportunity to place items into their inventory. Hope this helps.MrC (talk) 18:01, 10 March 2013 (GMT)
That's all well and good (if the patches haven't fixed that, but I think they have), but that still only gives you four, maybe even six sets if it works on Esbern and Delphine. Are there any respawning pieces of armor and/or a respawning sword anywhere?--Playerseekingbugs (talk) 22:31, 12 March 2013 (GMT)
In my game, their Blades gear respawned (can't remember how long it takes), so if it hasn't been patched, you can do the paralyze/pickpocket trick for as many sets of armor and/or swords as you want. As far as other locations, I'm not aware of any other places to get the armor, and there's only one other NPC I know of who has a sword--Fultheim at Nightgate Inn.MrC (talk) 22:54, 12 March 2013 (GMT)
I don't have the perks to take equipped things. I tried giving the ones I can get to follow me better armor so they'll unequip their current stuff, and that worked. The Blades armor set seems to be their new base armor set, but paralysis allows me to take the unequipped armor from them as they get. Thanks for the tip. Now I'll just have to see if they respawn for me. I guess I don't need that many, copies of their equipment (I'd just hoard most of it). I just like to know where I can get as many copies of the armor and weapons that are not craftable and not one-time unique items as I would ever want if I decided to use them for a little variation from my usual Daedric and Dragon equipment. Edit: I just took the last piece of armor I used to get my test subject to stop wearing her Blades Armor, and her entire Blades set immediately respawned, but we'll still have to see about those swords over time. I waited 10 days in one of my houses, but only the weapons on the table in the side room respawned (save Dragonbane of course). The rack of swords apparently doesn't.--Playerseekingbugs (talk) 00:57, 13 March 2013 (GMT)

() You're welcome, and nice variation on getting them to unequip their Blades armor. I don't think the rack ever respawned in my game. And I may have been mistaken about the swords respawning on the recruits; I just remember having a lot of them (over ten). I probably got them from the rack and forgot. MrC (talk) 13:26, 13 March 2013 (GMT)

If you are married to a Blade, you can use the spouse store to gain an infinite amount of Blades armor without using the paralysis trick (provided you have the gold). Trade them something better for every slot, get them to unequip all their Blades armor, then open the store. All the Blades armor will be there (along with any other items they have unequipped). Buy it all, then open the store again. They'll respawn a new set whenever they have no Blades armor. --Morrolan (talk) 13:06, 8 July 2013 (GMT)

Changes to Silver Weapon Effect[edit]

Ok can someone check in the CK with Dragonborn installed to see if the Silver Weapons bonus damage has been altered. Because since installing Dragonborn I've noticed that they are doing at least 30 bonus damage now not 20 like before. Lord Eydvar Talk|Contribs 21:01, 20 February 2013 (GMT)

Okay, so looking at it, what happens when you equip a silver weapon is a script runs that adds a perk "SilverPerk" to your character. This perk seems to add 20 to the base damage when fighting undead or weres. I suspect from the way its set up that this damage increase occurs before other damage boosts, so it might be affected by your one-handed or two-handed skill and relevant perks. Doesn't seem to be anything changed by DB - the number is 20 either way. — TheRealLurlock (talk) 21:58, 20 February 2013 (GMT)

Vampire Lord Armor[edit]

(PS3 user) Is this obtainable as a member of the Dawnguard? I've played through the main questline and seen the standard and royal versions of vampire armor, but never the "lord" version. Who wears this? MrC (talk) 21:50, 19 March 2013 (GMT)

While I haven't confirmed this by a more indepth look, I believe it's basically a test item for the royal version of the armor and can't be acquired under normal conditions. This is evident due to it being clothing and not armor, its weird weight, and the fact that it takes up the ring slot and not the body slot (like the royal version). --AKB Talk Cont Mail 21:59, 19 March 2013 (GMT)
Thanks for checking. I'll strike it from my "collect" list. MrC (talk) 22:04, 19 March 2013 (GMT)
It isn't used in-game except in a container in a test cell containing all weapons and armor in Dawnguard. It contributes to an outfit, but that is also unused. Vely►t►e 22:30, 19 March 2013 (GMT)

Imperial Light armor craftable in 1.9[edit]

It's now craftable in the 1.9 patch. Anyone on PC know the recipes? --Jimeee (talk) 19:07, 30 March 2013 (GMT)

Ancient Nord Helmet and Mannequins[edit]

(PS3 user) Does anyone know of a way to get the Ancient Nord Helmet to display on mannequins? It's either invisible or not equipped on the mannequins in my game. Is this a bug for everyone? MrC (talk) 16:43, 4 April 2013 (GMT)

Helmets in general often display weirdly on mannequins. I've gotten used to just seeing them display semi-randomly, often not at all. --Morrolan (talk) 01:48, 15 April 2013 (GMT)

Poacher's Axe[edit]

(PS3 user) The Poacher's Axe is listed on both the "Specialty Gear" page and the "Unique Items" page. Between the two, I think it belongs on the latter. MrC (talk) 17:04, 4 April 2013 (GMT)

Falmer Supple Bow[edit]

The Falmer Supple Bow can't be obtained in the game. Is is really appropriate to have it flagged as a bug that it can't be tempered? Seems like a bit of a moot point to me. Arthmoor (talk) 06:16, 13 April 2013 (GMT)

Well I think you could still obtain one using the console? I think its fine how it is, if it was just left blank people would probably assume the information is just missing and try to fill it in. — Kimi the Elf (talk | contribs) 12:04, 14 April 2013 (GMT)

Julianos-Jeweled Amulet[edit]

Yeah, I don't know when that was fixed, but I've recently worn the Amulet of Julianos on a female PC and I know it no longer looks like the Jeweled Amulet (assuming that what the main page says is true and it once did). Playing on XBox, so obviously no USKP. Looks like one of the patches fixed that one; I think the first time I wore it was on 1.8. --Morrolan (talk) 01:50, 15 April 2013 (GMT)

Falmer armor tempering[edit]

I'm currently playing a 1.9 game without Dawnguard active. My character has Steel Smithing, but not Advanced Armors, and has tempered a set of Falmer armor (the one from Mzinchaleft). The quality is lower than Steel tempered items, as though I do not have the appropriate perk for tempering. So I don't think that change was made by Dawnguard. Perhaps it was an update in 1.6 itself? --Morrolan (talk) 15:23, 16 April 2013 (GMT)

Patch 1.9 did change it again. Which skill improves tempering depends on the material keyword (and the perk that checks for it). Vanilla Skyrim pre 1.9 had ArmorMaterialSteel. Dawnguard changes that to DLC1ArmorMaterielFalmerHeavyOriginal. Patch 1.9 changes it to ArmorMaterialFalmer (if Dawnguard is enabled, the Dawnguard version wins). But there is no perk that modifies tempering for ArmorMaterialFalmer, while for the other two there is. --Alfwyn (talk) 19:57, 23 December 2013 (GMT)

Disenchantable?[edit]

Can anyone confirm if any of the Amulets of the Divines are able to be disenchanted? --Dragonman0007 — Unsigned comment by 142.197.82.233 (talk) at 11:42 on 22 May 2013‎

"None of these amulets can be disenchanted." ;) eshetalk 15:56, 22 May 2013 (GMT)
It may be one of my many many many many many mods, but I was able to disenchant the Amulet of Talos. I can then apply that enchantment to any other piece of jewelry. It behaves like any other enchantment would, magnitude included, and with my 100% enchanting skill I was able to put 4 pieces on each bearing a 25% reduction in shout cooldown time. It...worked predictably, I was able to shout as quickly as I could mash the button. Not gonna add it to the page as a bug/glitch/exploit unless someone else with less mods than I can get it to happen. And no, I'm not able to disenchant any of the other amulets, only the Amulet of Talos. 74.240.230.152

Honed Falmer weaponry tempering[edit]

I assumed that the 'Honed' indicated that it was already tempered, and so I don't believe it is actually a bug that it can't be further tempered. Perhaps it should say "this is changed by the unofficial skyrim patch" instead of "this bug has been fixed." — Unsigned comment by 67.173.209.250 (talk) at 20:15 on 12 August 2013 (GMT)

This has come up before, and opinions vary on whether or not this is a "bug." Either way, I've modified the template to add more detail and it now says "addressed" rather than "fixed." — ABCface 20:23, 12 August 2013 (GMT)

Fork at Bujold's Retreat[edit]

A recent edit says that there is a usable fork at Bujold's Retreat, but I searched thoroughly and couldn't find it, though I did find a usable knife. Can the editor who posted it, or someone else if they want, verify and describe it's precise location? --Xyzzy Talk 23:58, 11 September 2013 (GMT)

There were both a fork and knife, on a table in a tent. With a chest to the left. — Unsigned comment by ‎ Puddingmaster88 (talkcontribs) at 00:10 on 12 September 2013
That's where I found the knife. I checked that tent VERY thoroughly, including picking up everything off the table (mead, ale, food, wooden plate, etc.) and didn't find a fork. Can someone else verify that the fork is there? --Xyzzy Talk 00:53, 12 September 2013 (GMT)
One outside Honeyside, one criss-crossed with a knife on the Throat of the World path, one in Redwater Den, one in the Volkihar Dungeon zone 1, two in zone 2 (which includes lady vamp's secret alchemy hideout), one in Baldor Iron-Shaper's house, three outside Bloodskal Barrow, one outside Kolbjorn, one outside Moesring Pass, one outside Haknir's Shoal, and one outside Bujold's Retreat. The one at Bujold's Retreat is on a table in a large tent, with a leveled dagger, helm, and axe also on the table. Vely►t►e 01:53, 12 September 2013 (GMT)
But no knife? I found a knife and no fork. Maybe whether it's a knife or a fork is random. Same thing for me at the Honeyside outdoor porch: a knife and no fork. --Xyzzy Talk 04:38, 12 September 2013 (GMT)

Worn Shrouded Gloves USKP fix.[edit]

The second listed bug is said to be fixed, and this "fix" seems to make those those Gloves disenchantable. [1] Here's the screenshot. No mods except for USKP, obviously. Don't know if it's intended or not and I'd like to. --Jyzzy (talk) 10:50, 12 September 2013 (GMT)

After reading the bug and fix a couple of times, I'm still not sure what was actually addressed by the USKP, though this page says that the lack of a Backstab enchantment on the ones found in Dawnstar Sanctuary is what was "fixed", and no where does it say that they were made disenchantable. Your picture shows a Backstab enchantment available to be added to an item, not the Gloves being available for disenchanting. Is it possible that you gained this enchantment due to some other mod? --Xyzzy Talk 00:28, 14 September 2013 (GMT)
It's possible that USKP's fix of the gloves accidentally made them disenchantable. Jyzzy did say no other mods besides USKP. --Morrolan (talk) 03:57, 14 September 2013 (GMT)
I've found out the hard way that even if you remove a mod, it can still have effects on later saves. That's why I brought the mods question. I loaded up my new level 1 game that has never had any mods installed except the Unofficial Patches, and the worn shrouded glove are disenchantable. I agree that this was probably added by USKP, possibly unintentionally. If someone can verify that they are definitely NOT disenchantable in the vanilla game, we should add a note to the article. --Xyzzy Talk 05:58, 14 September 2013 (GMT)
Yep, I've tried to disenchant everything with the backstab property. Can't do it on XBox. --Morrolan (talk) 14:13, 14 September 2013 (GMT)

() Xyzzy, it's not like I should be justifying myself, but I've had 1 mod in 2 years of Skyrim gameplay. It was "Invisible Helmets" and my current Skyrim is installed from scratch, so there's no chance this mod persists until now. On a side note, I've found that you can't enchant any item in the game(took the items from qasmoke) with Backstab, which is indeed sad. --Jyzzy (talk) 17:16, 22 September 2013 (GMT)

I'm not asking you to justify anything, Jyzzy. I just want the article to be 100% accurate. From the input here, it looks like it's verified that the ability to disenchant the Gloves was unintentionally added by the USKP. I will add a note to the article. Thanks for all of your input. --Xyzzy Talk 17:49, 22 September 2013 (GMT)

Blades Armor[edit]

Is it really easy to obtain? In order to get Blades Armor, you have to complete Alduin's Wall. That puts you about halfway through the main quest. Wolf Armor is much easier to obtain, there's no battles with hordes of Forsworn with dragons flying overhead required. --Morrolan (talk) 14:30, 13 September 2013 (GMT)

After looking through the quests, I agree with you. Calling Blades armor "easy-to-get" is clearly wrong. --Xyzzy Talk 00:05, 14 September 2013 (GMT)
On another note, I'm not sure if this is significant, but untempered Blades Armor is nearly exactly identical to Dwarven Armor. Every piece has the same stats as Dwarven, except for the main armor piece which has a +10 armor value. I checked it against CSList and CSList shows the same armor value of 44 (Dwarven is 34); I wonder if that was a typo by the game designers conceivably, or maybe it's just a way to compensate for the fact that Blades Armor has no tempering perk. --Morrolan (talk) 04:41, 17 September 2013 (GMT)

Woodcutter's Axe and Combat Discipline[edit]

It seems the Woodcutter's Axe does not benefit from either One Handed or Two Handed fortification effects, at least through enchanting. As the Pickaxe does, should this be noted here somewhere? Is the effect hidden, or do perks invested in either discipline have any effect at all? Apologies if this has been been discussed elsewhere. BlackSun (talk) 20:10, 16 September 2013 (GMT)

You're right, there is no weapon type keyword for the Woodcutter's Axe in game data, so its damage isn't affected by the One-handed or Two-handed skills at all (whether altered by skill level, perks, enchanting, or potions). This also applies to the fork and knife weapons, and I've added a note on the page to reflect this. What's interesting is that the Poacher's Axe (which is based off of the woodcutter's axe) is classified as a war axe, so it is affected by the One-handed skill/perks. (Also, Rocksplinter lacks the weapon type keyword as well, even though it is based off of the pickaxe... it is not obtainable in game though.) — ABCface 22:09, 16 September 2013 (GMT)
Alas, in my avarice to become a master Enchanter, I destroyed the Poacher's Axe. My desire to efficiently eat, chop wood, mine ore, and split skulls is not to be. Many thanks, Alphabetface. BlackSun (talk) 22:24, 16 September 2013 (GMT)
The Poacher's Axe respawns with the rest of the items at Halted Stream Camp. It's always found on one of the bandits there. I think it's a 30-day wait to respawn if you've cleared it. --Morrolan (talk) 00:18, 17 September 2013 (GMT)

() Having a one-handed skill of 100, the damage of the Woodcutter's Axe shows as 8 (5 at level 15). While perks check for keywords, the damage is affected by the skill found in the DNAM field of the WEAP form (or as listed as Skill at CSList). Now enchantments modify the actor value OneHandedMod and potions OneHandedPowerMod - the axe is not affected. A simple mod just adding the keyword WeapTypeWarAxe to the axe confirms, that the missing keyword is responsible in this case. So far I haven't found anything connecting those actor values to keywords in the game data - maybe it's in the game engine. --Alfwyn (talk) 14:51, 7 January 2014 (GMT)

The connection between those actor values and keywords can be found in the perks PerkSkillBoosts and AlchemySkillBoosts, those perks explicitely check for keywords. --Alfwyn (talk) 16:55, 7 January 2014 (GMT)

Floating Woodcutter's Axe, confirmation[edit]

Here's to the Woodsmen, axes are magic!

IT'S FLYING!!

Wrath of the Dunmer (talk) 02:19, 18 August 2013 (GMT)

Adding this back because I just realized it was confirming a bug. Can anybody check to see if this occurs with vanilla Skyrim on PC? I have the USKP installed, and it's unclear if this was occurring on PC and was fixed with USKP. --Xyzzy Talk 03:43, 17 September 2013 (GMT)

Automatically equipping vampire lord armor - moved from article[edit]

Added as a note to the Vampire Lord Armor (xx011a84): Automatically added and equipped when transforming, and removed/unequipped when reverting back.

This seems highly unlikely since, according to the Vampire Lord article, when you transform into Vampire Lord form, "...all of your other equipment is removed automatically." --Xyzzy Talk 04:22, 13 November 2013 (GMT)

Silver Hand Equipment[edit]

The article says tempering the Silver Sword and the Silver Greatsword is not possible, but I was just able to. May be due to a bunch of mods I recently installed, anyone care to test this on vanilla? --91.113.6.185 18:25, 4 March 2014 (GMT)

The USKP made it possible. Silence is GoldenBreak the Silence 18:29, 4 March 2014 (GMT)

Thumbnails[edit]

Thumbnails are not working in this page, not even if I log in to my account and refresh the page. This makes the whole page really hard to navigate in. — Unsigned comment by Sokoro (talkcontribs) at 14:39 on 19 April 2014‎ (GMT)

I've purged the page. It should be fixed now. --Rook (talk) 14:58, 19 April 2014 (GMT)

Giant club[edit]

Ok so I went to steamcrag camp and not thinking it through I had my follower pick up the giants club. (Waste of space since I'm on ps3) it has the ready/sheath sound of a greatsword. They should so patch this... I0brendan0 (talk) 02:56, 20 April 2014 (GMT)

Pickaxe[edit]

The article states that a pickaxe is not temperable. But it is! Not sure if there is any benefit to tempering it, but hey, you can do it. I believe it requires an iron ingot/ore (can't remember now) Vachnic (talk) 20:50, 22 July 2014 (GMT)

Do you have the USKP installed? It made the Notched Pickaxe temperable, so it probably also made regular pickaxes temperable. --Xyzzy Talk 21:14, 24 July 2014 (GMT)

Dovahcore Helmet Matching Set[edit]

I've been look for what set of armor the Dovahcore Helmet belongs to, but I can't find any information on it at all. I would guess iron, but if someone could look into it, that would be great. GallantBlade475 (talk) 15:28, 20 August 2014 (EDT)

It does indeed count as iron. Robin Hood  (talk) 15:48, 21 August 2014 (GMT)

Stormcloak Officer Boots[edit]

Light armor/heavy armor perks fixed in official patch 1.9. [2]--Lmstearn (talk) 11:32, 2 February 2015 (GMT)

Headsman's Axe[edit]

The Headsman's Axe listing states that it can be improved at a grindstone. At least on PS3, this is untrue. — Unsigned comment by 24.171.41.140 (talk) at 21:22 on 23 March 2015 (GMT)

You're right. The Unofficial Patch fixed that, which may have made someone think it was improvable by default. I'll update the info on the page. Thanks for the report! Robin Hood  (talk) 22:11, 23 March 2015 (GMT)

Akaviri Sword[edit]

Does the Akaviri Sword belong on this page? It only occurs once in the game, and you can only get it via the Misdirection perk. I don't know about you, but that makes me think of the Glass Bow of the Stag Prince from DB, which is a unique item. Maybe a move is in order. 73.162.99.166 04:56, 24 November 2016 (UTC)

Nightingale Armour?[edit]

Nothing about the Nightingale armour? — Unsigned comment by 74.220.177.72 (talk) at 15:03 on 6 July 2017

Nightingale Armor is listed on the Leveled Items page. Each item also has its own page so if you can't see something just searching for it will bring you to its listed place. Silence is GoldenBreak the Silence 18:31, 6 July 2017 (UTC)

Silver Weapons Info Wrong when Equipped by Vampire/Werewolf PC[edit]

So this is an old one but got reminded of it by a person asking for help about it on Reddit. The silver weapons when equipped by a PC who is either a vampire or werewolf occasionally start showing a damage stat in the menu with the +20 buff added in. This is not listed as a known bug on the page and is not fixed by any of the unofficial patches as far as I know.

Lord Eydvar Talk|Contribs 17:58, 2 September 2018 (UTC)

This could be the USKP fix for the SilverPerk. I don't believe that perk is set up or interpreted correctly, as it requires the silver keyword or werewolf race or undead keyword or ghost keyword. The USKP fix adds the perk permanently after your first equip of a silver weapon, and has been interpreted as requiring a silver weapon to be equipped to work. In the original game the perk is only added when you equip a silver weapon, and removed when you unequip one (the uskp's attention was brought because the perk would be removed if you only unequipped one of two duel-equipped silver weapons). The USKP adds the bug because the player in those cases has either the werewolf race or undead keyword, giving them a buff even without using a silver weapon (though they still need to have equipped one at any point previous. Silence is GoldenBreak the Silence 18:27, 2 September 2018 (UTC)
Maybe, I'm unsure what platform the person who was asking about this was on but I remember having this occur on the Xbox 360 version. Vampire PC equips Silver Sword and it shows up with in the menu with 20pt higher damage stat than it did when unequipped.

Lord Eydvar Talk|Contribs 18:33, 2 September 2018 (UTC)