Skyrim talk:Unique Items
Archives
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Dragonborn Archive |
Archive 1: Nov 2011 – Jul 2012 |
Contents
- 1 Execution Hood
- 2 Shrouded Hood
- 3 The Woodsman's Friend
- 4 Hood plus Cowl
- 5 Sunhallowed Elven Arrows
- 6 Vampire Bug
- 7 Zephyr draw speed
- 8 Tempering Bug
- 9 Rundi's Dagger
- 10 Shrouded Hand Wraps - "Gauntlets" - Does this affect the alteration mage armour perks?
- 11 Longhammer has no critical damage
- 12 The Woodsman's Friend Location
- 13 General Tullius' Armor
- 14 Serana's hood
- 15 Nightingale Armor
- 16 Dragon Priest Dagger in the Soul Cairn
- 17 Rocksplinter
- 18 Supposed vs. supposedly
- 19 Valdr's Lucky Dagger - Critical question
- 20 Paragon
- 21 Improving Drain* weapons
- 22 Ring of The Beast + Necromage
- 23 The title of this page is misleading
- 24 uniquely sized items
- 25 cant get married
- 26 Helm of Yngol and Ahzidal's set
- 27 Shrouded cowl
- 28 Ring of the Erudite Enchantment-moved from article
Execution Hood[edit]
The Execution Hood is listed as a heavy helmet. I'm pretty sure it's actually an article of clothing. 68.190.170.141 19:48, 4 August 2012 (UTC)
Shrouded Hood[edit]
I thought it was worth mentioning that after installing dawnguard my male altmer vampire characters long hair now clips through the shrouded hood. Not sure if its vampire related (like the thieve guild hood bug) or if its something that affects all characters 71.181.54.110 07:22, 25 August 2012 (UTC)
- There are several pieces of apparel that don't mesh correctly with the head/hair of the PC. Maybe we should put a note under glitches to cover these? --XyzzyTalk 05:10, 27 August 2012 (UTC)
The Woodsman's Friend[edit]
I just found this Axe next to a dead NPC named Wood Cutter. It's a two Handed unenchanted battle axe. The easiest way to find it is to have the Hearthfire expansion and have Lakeside Manor. A good marker for it would be the north wing. If you're heading to the North wing go to the west side and fall down the rocks to the three fallen trees that look like giant logs. From there face south until you see a dead man that looks like a bandit with little fur armour. Near him is the axe.--67.185.108.121 12:28, 8 September 2012 (EDT)
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- It would also be helpful to add that the body and weapon is by the standing tree just south, but still at, the felled trees. It can be hard to find in the undergrowth and I went through to Pinewatch and back. Also, the Woodsman did not spawn, just the Axe for me, but neither did Trollsbane, I think that is just me. --138.251.249.152 01:18, 17 December 2012 (GMT)
Hood plus Cowl[edit]
My Khajit character can wear the Ancient Shrouded Cowl and the Nightingale Hood at the same time. I didn't expect this -- thought you could only have one piece of headgear. Is this a unique characteristic of these unique items? Thundre (talk) 22:59, 2 October 2012 (GMT)
- There's something mentioned on this page about the ability to wear the Ancient Shrouded Cowl simultaneously with circlets if you are a Khajiit or Argonian, so there may be something similar going on here. — ABCface◥ 02:48, 3 October 2012 (GMT)
Sunhallowed Elven Arrows[edit]
using the table I had problems with the console getting more arrows. Using the command line:
player.additem 020098A1 500
gave me a fresh supply of 500 more arrows. — Unsigned comment by 76.125.186.220 (talk) at 23:48 on 9 October 2012
- Most people will replace the xx with 02, but this may not be true for everyone. It happens with all item IDs like this. Vely►t►e 23:51, 9 October 2012 (GMT)
Vampire Bug[edit]
As is described in the sections for the Thieves Guild Hood and the Guildmaster's Hood, wearing them as a vampire may cause the hood to not show up. However, I discovered another glitch tied in with this one. Because of this bug, the game doesn't seem to register you as wearing an item on your head, and still allows you to equip something else, while still keeping the glitched hood on. So theoretically, you could have equipped an infinite number of Thieves Guild Hoods, and infinite number of Guildmaster's Hoods, and any other headgear. Schiffy (talk) 23:42, 17 October 2012 (GMT)
- I've seen this mentioned elsewhere, but nothing about infinite hoods. I assumed it was something like the hair/head glitch with Falmer helmets and circlets. Have you actually tried both of them on at the same time as well as other equipment? I'll test on my own in a bit. --66.169.50.37 01:38, 18 October 2012 (GMT)
Zephyr draw speed[edit]
I added a note about the Zephyr's speed and enchantment. To elaborate, the enchantment does nothing. It is a null enchantment to give the item the description as well as prevent it from being enchanted with anything else. The actual speed increase is in the weapon's (Katria's Bow) base stats. This also means the in-game description is inaccurate, because while the weapon speed is 30% higher than a dwarven bow, it doesn't actually fire 30% faster due to the time it takes to nock the arrow and to let it settle after a shot (both of which are unaffected by weapon speed) as well as significant in the overall time it takes to fire an arrow. --66.169.50.37 01:43, 18 October 2012 (GMT)
Tempering Bug[edit]
I recently moved the following bug over from another page:
- {{Bug|The Drainspell Bow cannot be tempered.|USKP|1.0|confirmed=1}}
I don't really have a strong opinion about this being removed, but the following from the USKP notes offers justification for considering this a bug: "The justification for calling these omissions bugs are comments made pre-release and a loading screen that indicates that all weapons and armor may improved." Not that I have links to the pre-release comments or anything, but...just a thought. ⇠eshetalk 16:33, 19 November 2012 (GMT)
- Well, fact is that not all weapons/armors can be improved. Calling those bugs would result in a lot of additional "bugs". It is not really clear how those things should be fixed, there is an inherent balancing decision to be made when deciding what materials are required for tempering. And it doesn't really break anything that certain items can't be tempered. But yes, there is the loading screen text "Any weapon or piece of armor can be improved at a smithy, regardless of the material type or the smith's skill or perks. Smithing perks increase how much the item is improved.". It's just that too many items can't be tempered to call it an oversight from the developers. --Alfwyn (talk) 16:45, 19 November 2012 (GMT)
- I've wondered what we should do about some of the "bugs" which have been "fixed" by the Unnoficial Skyrim Patch for some time, as there are many which aren't bugs at all but just oddities or minor oversights (one example). Currently, the Tes5Mod:Unofficial Skyrim Patch page implies that these "fixes" should be added to articles, so when I've seen such things added, I've moved the note from the article's "Bugs" section to its "Notes" section instead, and just used manual formatting to make it look the same way as it would with the {{Bug}} template (using the wording "This issue has been addressed by..." is preferable in these cases, IMO, but that's just me).
- Anyway, the above is more of an opinion on the matter in general, but for this specific case, perhaps it should simply be added beneath the Unique Weapons section using an {{intnote}}? — ABCface◥ 21:16, 19 November 2012 (GMT)
- There is no Unofficial Skyrim Patch for me on my Playstation or for X-Box 360 users. The 'bug' with the blonde hair seems irrelevant to me, as this has no effect on the gameplay.--67.71.136.92 17:47, 4 December 2012 (GMT)
Rundi's Dagger[edit]
The other Elder Scrolls Wiki says this dagger is a quest item, only for a broken quest.
I propose to add at least a link to any of this stuff (the unimplemented quest page, the unused npc page etc) 90.229.34.175 12:42, 27 November 2012 (GMT)
- Well, it is not a quest item. It is not weightless an not needed for a quest. There are the missing apprentices of Phinis Gestor, but that's just a story one can follow up, not a quest. --Alfwyn (talk) 12:52, 27 November 2012 (GMT)
Shrouded Hand Wraps - "Gauntlets" - Does this affect the alteration mage armour perks?[edit]
Does the fact that the Shrouded Hand Wraps are marked as Gauntlets stop the mage armour perks from working? -HK 87.86.169.66 11:42, 5 December 2012 (GMT)
- This isn't a 100% certain answer, but the general rule is that if it has an armor rating, those perks won't apply. If no armor rating, then it's considered clothing. Quillan (talk) 04:11, 24 January 2013 (GMT)
Longhammer has no critical damage[edit]
I went into the CK to fix The Longhammer using the wrong sounds and noticed it doesn't have a critical damage value, while the regular Orcish Warhammer has a value of 10. I'm not sure what that means exactly, since I didn't realize weapons had any critical damage at all, aside from what certain perks add. --97.73.64.160 04:11, 15 January 2013 (GMT)
The Woodsman's Friend Location[edit]
Just wanted to point out that it is not necessarily found near Shriekwind Bastion. The first time I found it it was off the location where Lakeview Manor is built, just above the road that runs next to the lake next to some trees. Is this a confirmed, guaranteed location or did someone just add it because that's where they found it? ·kretiktalk 02:28, 24 January 2013 (GMT)
- East of North Shriekwind Bastion, west of Lakeview Manor. It's the same location. You can edit it to be more specific if you'd like, to make that more clear. — ABCface◥ 03:24, 24 January 2013 (GMT)
General Tullius' Armor[edit]
Since it's "classified as clothing," does that mean it won't disable the Mage Armor perk? SonGoharotto (talk) 18:30, 25 January 2013 (GMT)
- That's correct. The Mage Armor perk checks to see if armour is categorized as either light or heavy, and if it's neither, the perk is allowed to kick in. General Tullius' body armour isn't categorized as either light or heavy, so the perk applies. This doesn't apply to his boot or gauntlets, though—they're both categorized as light armour. – Robin Hood (talk) 21:54, 25 January 2013 (GMT)
Serana's hood[edit]
Is it obtainable without console commands? --Crayolamanic (talk) 11:29, 25 February 2013 (GMT)
Nightingale Armor[edit]
Why is this missing? Shrouded and Thief's guild equipment is included, this should be, too. — Unsigned comment by 173.228.28.206 (talk) at 21:13 on 19 March 2013
- The Nightingale Armor is found in leveled items and has its own page, while the weapons are found on the Artifacts page (even though they're leveled too - that's confusing but we can't put links all over the site). Elakyn (talk) 12:34, 19 March 2013 (GMT)
Dragon Priest Dagger in the Soul Cairn[edit]
I believe I found another location where one can be found consistently. It's located in the soul cairn atop one of the buildings where you fought a Keeper. It's next to a skeleton and a scroll of Storm Atronach Thrall. I can't remember exactly where the portal (you have to jump through a well of some sorts) is, but once you enter it, there is no way down except to jump. Again I cannot be certain of it's exact location, but I would like verification on this, and if anyone else has encountered the dagger, please add it to the list of verified locations, thanks. --98.149.253.196 18:20, 29 March 2013 (GMT)
- This brings up an old question: is a Dragon Priest dagger really a unique item? It occurs as a placed item in some locations, but can also drop in random loot. Seems non-unique to me. --Xyzzy Talk 22:17, 29 March 2013 (GMT)
- I've never seen a Dragon Priest Dagger in random loot in what, 700 hours? Was it added by an expansion? Anyway, I agree that it's not a unique item at all, it might fit better here. After all, we consider Ancient Nord Armor as Draugr, even though it can't be looted off them but rather from the ghosts at Forelhost, just like the daggers. It seems much more logical. Elakyn (talk) 23:35, 29 March 2013 (GMT)
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- (PS3 user) Count me as another who thinks the Dragon Priest Dagger doesn't belong under Unique Items. For that matter, I feel the same way about the Blade of Sacrifice and the Shiv as well--they all belong on either the "Weapons" page or the "Specialty Gear" page. If multiple copies of an item can be legitimately obtained, even if it's from only a single location, then the description of "unique" no longer applies. MrC (talk) 16:29, 4 April 2013 (GMT)
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Rocksplinter[edit]
Rocksplinter is now carried by Odfel as of v1.2.7 of Unofficial Skyrim Patch. It's in their patch notes, and I killed him and it was on his corpse. I'm using the version of the patch current as of April 3, 2013. I added this information into the table. I've seen Unofficial Skyrim Patch bug fixes on other pages, so I went ahead and added it. Adding to Odfel's page too. I accidentally put "Ofdel" in my edit summary, but the actual edit has his name spelled correctly. :) --Ignotus (talk) 05:06, 3 April 2013 (GMT)
Supposed vs. supposedly[edit]
The correct phrasing is either "Was supposed to be carried..." or "Was supposedly carried...". The phrasing in the article is incorrect. I'll let you fix it, Dwarfmp, rather than engage in an edit war over a typo. --Xyzzy Talk 23:46, 3 April 2013 (GMT)
- If we were to use a thesaurus here, we could rewrite your "Was supposed to be carried..." as "Was meant or intended to be carried..." Meanwhile, your "Was supposedly carried..." gets the same treatment, and becomes "Presumably was carried...". Whereas, what
SnowmaneDwarfmp seems to be saying with his "Was supposedly to be carried...", with the same treatment applied, would become "Presumably, was meant or intended to be carried..." which has a very different connotation to either of your former suggestions, Xyzzy. As can be seen fromSnowmane'sDwarfmp's Edit Summary, "I'm actually pretty sure this was intended not to be in the game", it would suggest that the latter understanding is whatSnowmaneDwarfmp intended to say, and would not need any further correction for grammar, to support his claim. However, the disagreement here seems to be about whether Odfel was intended by the game devs to be carrying Rocksplinter or not. The in-game dialogue would indicate that he should have been. I personally would be interested to see whySnowmaneDwarf thinks Odfel was not meant to have had it, despite the dialogue.SnowmaneDwarf? — Daric✐ 05:51, 4 April 2013 (GMT)
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- Daric, you're missing the point here. Xyzzy's comment is about wording, because "was supposedly to be" is not gramatically correct, it has nothing to do with whether or not Odfel carries Rocksplinter. Also, unless my eyes are playing a vicious trick on me, this is Dwarfmp we're talking about. As for the item itself it seems pretty obvious: it exists in the game files and is mentionned by a NPC, who knows maybe there was a quest to get it that didn't make the final cut. Elakyn (talk) 08:23, 4 April 2013 (GMT)
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- Bah! You're quite right, it was Dwarfmp who (I assume) was claiming that Odfel was never intended (by the devs) to have carried Rocksplinter. Where the heck did I get Snowmane's name from? No idea. Sorry for any misunderstanding I may have caused by this brain-fart. I'd still be interested to know why Dwarfmp thinks that Odfel was not meant to have carried Rocksplinter, despite the in-game dialogue. As for the grammar, perhaps it could be clarified further with a simple swap of the words, to "Supposedly was to be carried..." That wording would still represent what I assume is Dwarfmp's contention. But let's wait for Dwarf to claify his position on this anyway. The in-game dialogue seems fairly unequivocal, as stated in the Notes, that Odfel was meant to have carried this unique item. — Daric✐ 08:49, 4 April 2013 (GMT)
- It would be quicker for me to catch on if you'd post this on my talk page instead. Supposedly was indeed meant as presumably, not that he was supposed to carry it, and I believe that is correct grammar. As to your question Daric, note "However, it is not classified as a War Axe, meaning in combat its damage is not affected by your One-handed skill or perks.", to me it looks like they were going to do something with it and then changed their mind, and just left it out of the game. In any case, that sentence is pretty neutral, it can go either way ~ Dwarfmp (talk) 09:35, 4 April 2013 (GMT)
- Had anyone other than you replied to my comment above, Dwarf, I was fully intending to notify you of this discussion with a note on your talk page, rest assured. There is nothing wrong with the grammar of your contribution then, Dwarfmp, as far as I can see. "Supposedly to be..." is quite acceptable, and in sense it agrees with your contention. As I thought, this is a discussion about "obligation" versus "intention", not about grammar at all. Correct me if I'm wrong here, but what it seems to me that you're saying is that Rocksplinter is even more unique in the game than Hoarfrost, because it isn't even classified as a weapon, as such. Also, while the dialog for Odfel says he has Rocksplinter, that doesn't necessarily mean it was the dev's intention for him to be carrying it, right? However, I've just checked with the CSList, and it would seem from Odfel's actual dialogue that he has Rocksplinter there, with him. The intention, from the dialogue, is that Odfel was meant to have been carrying Rocksplinter.
- It would be quicker for me to catch on if you'd post this on my talk page instead. Supposedly was indeed meant as presumably, not that he was supposed to carry it, and I believe that is correct grammar. As to your question Daric, note "However, it is not classified as a War Axe, meaning in combat its damage is not affected by your One-handed skill or perks.", to me it looks like they were going to do something with it and then changed their mind, and just left it out of the game. In any case, that sentence is pretty neutral, it can go either way ~ Dwarfmp (talk) 09:35, 4 April 2013 (GMT)
- Bah! You're quite right, it was Dwarfmp who (I assume) was claiming that Odfel was never intended (by the devs) to have carried Rocksplinter. Where the heck did I get Snowmane's name from? No idea. Sorry for any misunderstanding I may have caused by this brain-fart. I'd still be interested to know why Dwarfmp thinks that Odfel was not meant to have carried Rocksplinter, despite the in-game dialogue. As for the grammar, perhaps it could be clarified further with a simple swap of the words, to "Supposedly was to be carried..." That wording would still represent what I assume is Dwarfmp's contention. But let's wait for Dwarf to claify his position on this anyway. The in-game dialogue seems fairly unequivocal, as stated in the Notes, that Odfel was meant to have carried this unique item. — Daric✐ 08:49, 4 April 2013 (GMT)
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(←) My gripe was about the grammar of the phrase "Was supposedly to be carried...". I see now what the intent of the sentence was. I concede that it is grammatically correct, just rather awkwardly phrased. Carry on with the rest of the debate. --Xyzzy Talk 21:37, 4 April 2013 (GMT)
- What about "supposedly was to be carried"? Clears up confusing while retaining the meaning. Vely►t►e 21:44, 4 April 2013 (GMT)
- You're right, Vely, and I had suggested that above as an alternative to the "rather awkwardly phrased", as Xyzzy puts it, existing comment. However, altering the wording of (what seems to me as) a misguided contention doesn't remedy the underlying intent of the sentence. I'd rather see Dwarf back up his claims, or revert the article to its original wording. — Daric✐ 21:49, 4 April 2013 (GMT)
Valdr's Lucky Dagger - Critical question[edit]
I'm trying to understand the potential of this weapon, but there seems to be a lot of conflicting info going about regarding the critical hit effect:
- Does the critical hit bonus only multiply the base damage of the weapon (which is 5)? Similar to the Bladesman perk?
- What is the regular magnitude of a critical hit? Is it 2x damage with no associated perks?
--Jimeee (talk) 09:56, 18 April 2013 (GMT)
- according to the creation kit it sets your chance to do a critical at 25%, so 5% more than bladesman; and they most likely don't work together. with the uskp they should stack, so you'd have 45% chance to hit a critical for a few points of damage. i think it'd work out as 2-3 more per hit on average. — Unsigned comment by 86.136.77.107 (talk) at 03:10 on 11 June 2013
Paragon[edit]
I realise the chests are levelled but some of the gems are worth quite a bit the diamond one in-particular, one leveled chest could quite easily not exceed its 2k gold value. What are peoples results here, if possible provide levels aswell, i only have the amethyst right now but came here to see what it was and will be going after the others shortly but i am curious. Its the most valuable and yet the others seem to have more chests/items associated with them, so on a loot level it looks worth more as gold value. - Killerchronic (talk) 22:19, 2 May 2013 (GMT)
- To also add i think it needs to be alot clearer as to the path/way to these areas that can be accessed afterwards. I'm giving up reading on how to get there as nothing seems to say other than pointing me to the grotto which was absolutely massive. - Killerchronic (talk) 22:36, 2 May 2013 (GMT)
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- Description of ruby paragon says auriel's shield is carried by a falmer; I believe elsewhere on the site it states that a goblin warmonger carries the shield. I fought a warmonger there in my game. -Sha'Riq 66.31.122.100 03:29, 24 May 2013 (GMT)
Improving Drain* weapons[edit]
I was able to improve the Drainblood battleaxe, Drainheart sword, and Drainspell bow with 3 ectoplasm each and the Arcane Blacksmith perk. Not sure if this was added by the USKP, but I don't have any mods installed that would have made it possible. I checked CSList and couldn't find any definitive evidence that this should be possible, but it does work. --Xyzzy Talk 15:08, 4 May 2013 (GMT)
- I guess if I would have searched, I have have seen that yes, this was added by USKP. This should probably be documented somehow. --Xyzzy Talk 15:14, 4 May 2013 (GMT)
- Imo, this is not a bug at all, and therefore we shouldn't include it in the article. --Roger (talk) 15:26, 4 May 2013 (GMT)
- If it was added by the USKP, shouldn't there be a "fixed by the USKP version whatever" tag on those entries?--~The wind, forsaken~ (talk) 15:32, 4 May 2013 (GMT)
- Whether the inability to temper many of the unique items is a bug or not has been discussed in the Tempering Bug section above, without coming to a conclusion. I think that enough players will have USKP installed to warrant including this info somewhere in this article. My inclination is to note it in the "Notes" column for the applicable items. --Xyzzy Talk 15:35, 4 May 2013 (GMT)
- I agree that adding it to Notes is the best solution. While we don't normally document the USKP outside of bug fixes, since we do document it for those purposes, I think people will expect we'd document any other issues that it addresses, whether they're bugs or not. – Robin Hood (talk) 17:32, 4 May 2013 (GMT)
- I would say an asterisk next to the not possible with a note saying that USKP added the ability to temper it. Jeancey (talk) 18:05, 4 May 2013 (GMT)
- Yeah, there's so many items that were made temperable by the USKP that this would probably be the best solution, rather than adding a note to each item's entry. --Xyzzy Talk 18:32, 4 May 2013 (GMT)
- I would also like Arthmoor to double check that all the ones listed as temperable actually are in the base game, and confirm which have been made temperable by USKP. I know in the past that people have added temperable info to several of the items on the page. Don't know which ones are, and if they were reverted or not. Jeancey (talk) 18:34, 4 May 2013 (GMT)
- Yeah, there's so many items that were made temperable by the USKP that this would probably be the best solution, rather than adding a note to each item's entry. --Xyzzy Talk 18:32, 4 May 2013 (GMT)
- I would say an asterisk next to the not possible with a note saying that USKP added the ability to temper it. Jeancey (talk) 18:05, 4 May 2013 (GMT)
- I agree that adding it to Notes is the best solution. While we don't normally document the USKP outside of bug fixes, since we do document it for those purposes, I think people will expect we'd document any other issues that it addresses, whether they're bugs or not. – Robin Hood (talk) 17:32, 4 May 2013 (GMT)
- Whether the inability to temper many of the unique items is a bug or not has been discussed in the Tempering Bug section above, without coming to a conclusion. I think that enough players will have USKP installed to warrant including this info somewhere in this article. My inclination is to note it in the "Notes" column for the applicable items. --Xyzzy Talk 15:35, 4 May 2013 (GMT)
- If it was added by the USKP, shouldn't there be a "fixed by the USKP version whatever" tag on those entries?--~The wind, forsaken~ (talk) 15:32, 4 May 2013 (GMT)
- Imo, this is not a bug at all, and therefore we shouldn't include it in the article. --Roger (talk) 15:26, 4 May 2013 (GMT)
(←) From the linked USKP page, for reference:
•Fixed the following weapons and armor not being improvable at a workbench or grindstone: Amulet of Articulation (9DFF7/F6904/D/E/F/10/11) [yes, these amulets are actually armor and their internal name indicates that this is intentional], Diadem of the Savant (F9904) [also an armor amulet as previous], Dragon Priest Dagger (1C1FE), Drainblood Battleaxe (F82FA), Drainheart Sword (F71DD), Drainspell Bow (F82FC), Ebony Blade (4838F), Fine Armguards (86990), Gilded Wristguards (E84C1), Headsman's Axe (BE25E), Honed Falmer Sword (6F6FF), Honed Falmer War Axe (6F700), Jagged Crown (DA750), Keening (6A13C), Masque of Clavicus Vile (D2846), (Notched) Pickaxe (1019D4/E3C16), Scaled Horn Armor (1B3A4), Nightingale Blade (F6527) [this is the highest-level one; the other four could already be improved, and like the Nord Hero Bow this one had an entry but it was set up wrong, so was clearly intended], Shield of Solitude (9E023/10EB62/3/4/5), Shield of Ysgramor (E41D8), Shiv (426C8), Shrouded Cowl Maskless (5ABC4), Silver Sword/Greatsword (10AA19/10C6FB), Skyforge Steel Dagger (9F25D), Studded Imperial Armor (13ED8 - also 6 enchanted variants can now be improved), Supple Ancient Nord Bow (5D179), The Woodsman's Friend (22265), Tumblerbane Gloves (F5981), Ulfric's Bracers (6230B), Woodcutter's Axe (2F2F4) [the almost-identical Poacher's Axe could be improved], Worn Shrouded Armor/Boots/Cowl/Gloves (10EB5B/C/D/E) and Wuuthrad (956B5) [The justification for calling these omissions bugs are comments made pre-release and a loading screen that indicates that all weapons and armor may improved; to avoid arbitrary decisions of materials, magnitude or feasibility I did not add missing crafting options or perk keywords, nor change items that don't appear in the unmodded gameworld; if you use a crafting mod such as the Lost Art of the Blacksmith or weapon improvement mod such as WAF along with the USKP they will not conflict; ie multiple entries won't appear in the stations' menus] --Xyzzy Talk 19:10, 4 May 2013 (GMT)
Ring of The Beast + Necromage[edit]
Do the effects of the ring still get amplified by the Necromage perk when being in the Vampire Lord form? — Unsigned comment by 178.1.2.164 (talk) at 08:19 on 30 June 2013 (GMT)
The title of this page is misleading[edit]
"Unique" means there is exactly 1 of them in the game. With some of these items, there are more (ex: the shiv, for which there are around 6 or 7 ; The Bonds of Matrimony, for which there are 2), while with others, there are 0 (ex: Amulet of Mist Form). What these items do have in common is that they only appear a finite number of times in the game (as opposed to common items, which never stop appearing). So perhaps a better title would be something like "finitely-appearing items" or "items that appear finitely many times in the game" or something else along those lines.
82.65.248.231 08:17, 6 July 2013 (GMT)
- Check out Wiktionary's definition of unique. There are disputed definitions of "Of a rare quality" and "Unusual". I don't see a compelling reason to change the names of all of our Unique Items, Weapons, etc articles if the definition is disputed. --Xyzzy Talk 14:22, 6 July 2013 (GMT)
uniquely sized items[edit]
I;ve found giant "aincent nord" style pitcher, giant ruby, ect. where would these be listed?--Pseudoname (talk) 15:45, 27 September 2013 (GMT)
- Where did you find these items? They need to be verified before they are added to the article. --Xyzzy Talk 02:10, 28 September 2013 (GMT)
- there was a jug like this(checked images its jug not pitcher) (for scale lets say it was about big enough to pot a sapling) in the dawnbreaker quest dungeon(in the tunnel like bit) and what seemed to me an overlarge ruby in shriekwind bastion(on the steps near the throne where the vamp watched people burned by a flamethrower in bird feeding cages)...but if nobody else had reported it then I must be mistaken. I'll start an new save and check those locations--Pseudoname (talk) 02:15, 29 September 2013 (GMT)
- forgot to mention this was on xboxPseudoname (talk) 02:53, 3 October 2013 (GMT)
- there was a jug like this(checked images its jug not pitcher) (for scale lets say it was about big enough to pot a sapling) in the dawnbreaker quest dungeon(in the tunnel like bit) and what seemed to me an overlarge ruby in shriekwind bastion(on the steps near the throne where the vamp watched people burned by a flamethrower in bird feeding cages)...but if nobody else had reported it then I must be mistaken. I'll start an new save and check those locations--Pseudoname (talk) 02:15, 29 September 2013 (GMT)
cant get married[edit]
I've got the amulet of Mara but Maramal just wont give me the mission!Is there a diffrent way to get the mission? — Unsigned comment by 80.43.171.124 (talk) at 20:52 on 10 November 2013 (GMT)
- Try speaking to Maramel when he is preaching in The Bee and Barb. If that doesn't do it, try completing "The Book of Love: Help the Temple of Mara spread the cause of love throughout Skyrim." --Minotaur (talk) 06:20, 21 November 2013 (GMT)
Helm of Yngol and Ahzidal's set[edit]
The Matching Set perk checks for four items with the same ArmorMaterial* keyword (actually a list of checks with all the different heay armor materials). Now there aren't that many other ArmorMaterialSteelPlate helmets around, but the Steel Plate Helmet and all it's enchanted versions qualify too. Maybe documenting the material of armor in general would be the way to tackle this? Or just have categories with all armor of some material? If we add every enchanted version of an item to such a category, they would get somewhat large however (up to 150 members). -Alfwyn (talk) 18:15, 1 January 2014 (GMT)
Shrouded cowl[edit]
(PS3) Ok so. I have the shrouded cowl and shrouded cowl maskless. And I was looking at the in-game images and the online images... They are not the same. The online images show the cowl with a mask for both cowls. But on the ps3 neither of them have masks and the normal one does not show a mask on my characters face. I am a bosmer. Why is it like this and can someone verify this then add like a note or another image. Just something. Thanks I0brendan0 (talk) 21:50, 26 March 2014
Ring of the Erudite Enchantment-moved from article[edit]
This ring's enchantment is not a multiplier upon your Magicka regeneration rate, but a flat value of 2.00 added to your base Magicka regeneration rate (default 1.00). This causes the effect of this ring to compound multplicatively with normal Magicka regeneration enchantments as follows:
- Normal Magicka Regeneration (100%): (1.00) x 2 = 2.00
- Ring of the Erudite: (1.00 + 2.00) = 3.00
- Normal Magicka Regeneration (100%) with Ring of the Erudite: (1.00 + 2.00) x 2 = 6.00 --RisingDusk
Moved from article for verification from another user. --AN|L (talk) 14:55, 23 July 2014 (GMT)
- I agree that a flat value of 2.00% (Regenerate Magicka, 2 pts) is added to your base Magicka regeneration rate of 3.00% per second. But I'm not sure if the overall is 6% regen. I did a crude test a few years ago that might help: I drained my magic and it took 23 seconds to replenish 577 magicka. I then wore the ring and did the same and it only took about 11 seconds to replenish 617 magicka. I might be wrong, but it looks like it was doubling my regen rate. It suggests 10%. The numbers are very rough and I can't recall if I had any perk that affected my regen.
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- 577 magicka regen'd at 25 Magicka/second (about 4.5% regen)
- 617 magicka regen'd at 56 Magicka/second (about 10.6% regen)
- Hope that helps. I might try and test again myself though.
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- I did some testing as well and saw similar numbers. I drained my magicka completely and timed how long it took to refill completely:
- Naked regeneration (no buffs or enchantments): 26.5 seconds
- 100% regeneration (wearing adept robes): 14.2 seconds
- Ring of the Erudite (wearing just the ring): 15.6 seconds
- Ring + Adept robes: 8.8 seconds
- I'm not totally sure how all this is working, but wearing the ring with some other item that boosts magicka regen is definitely some kind of multiplicative effect. I'm happy to grab more numbers as needed, but I'll leave it to you math people to work out the exact details :P. ⇠eshetalk 16:49, 23 July 2014 (GMT)
- I did some testing as well and saw similar numbers. I drained my magicka completely and timed how long it took to refill completely:
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- Preliminary testing numbers definitely confirm the CK for me (within roughly 15% due to human error) that it is modifying the base magicka regen rate. It helps a lot now that I understand that the base value for this for the user is 3, not 0 for purposes of the graphs to determine the correlation I made. I think it is as I originally described still, but I am running more plots to verify. I will upload them and post them here when they are ready.
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- Okay, I have attached my plots. The top plot shows the control values using the console to set actor value the magicka regeneration base value and the bottom plot shows actual item values as well as multiple uses of the same value to help show how Skyrim is using math to determine the combination of percent/base modifications.
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- A value of 6, for instance, corresponds to the player just wearing the default Adept Robes with +100% magicka regen (matches to within tolerance). Meanwhile, the value of 5 matches closely the value you get when you wear just the Ring of Erudite since it adds +2. So if you have no percent modifications, the Ring of Erudite is an increase of your magicka regeneration of exactly 2/3. However, it gets interesting when you consider mixing and matching the Ring of Erudite with items. As you can see from the value for 8 on the bottom plot, if we assume (DEFAULT x (1+PERCENTMOD)) + BASEMOD [(3 x (1+1)) + 2 = 8] it would mean that a value of 8 is better than a value of 9, which is nonsensical. If we look at the value for 10 instead, though, which is obtained from (DEFAULT + BASEMOD) x (1+PERCENTMOD) [(3 + 2) x (1+1) = 10] you see that it more closely matches what we would expect. I went ahead and also tested a combination of Morokei + Adept Robes + Ring to see how it played in the long run. You see that a return value of 15 obtained by the same formula that gave us 10 makes more sense due to the gradual decline of the plots (the tangent to these plots is the x-axis).
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- My conclusion is that the formula must be (DEFAULT + BASEMOD) x (1+PERCENTMOD) for magicka regeneration in Skyrim, which matches my original claim above. RisingDusk (talk) 17:11, 23 July 2014 (GMT)
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