Open main menu

UESPWiki β

Skyrim talk:Powers/Dragonborn Archive

< Skyrim talk:Powers
Archives

Companion's Insight - Some Abilities UnaffectedEdit

It should be noted that although the power claims companions will take no damage from attacks, shouts, and destruction spells, there are apparently exceptions to the rule. The shout "Storm Call" is not affected at all by this power: after activating it in combat, not only did the lightning strike my companion, it eventually damaged them to the point of killing them. If anyone else has found other abilities where companions still take damage, it may be worth creating a list of them. (63.153.244.104 05:05, 10 December 2012 (GMT))

The shout "Unrelented Force" does not seem to be affected at all either in my game. Whenever I use it, it sends my companions or followers flying around, actually giving advantage to the Draugr Lords we're fighting. (Clearskies, 00:07, 02 March 2013)
Werewolf howl of terror also affects followers, actually I think this abilty is completly useless in werewolf form so claw attacks also cause followers to become hostile.--82.46.168.98 15:05, 2 March 2013 (GMT)
Howl of Terror is mostly useful if you're surrounded. I'm also noticing that Ice Form freezes my follower if they're hit with it. VycDarkshadow (talk) 03:47, 11 March 2013 (GMT)
I mean`t to say that companions insight is useless in werewolf form.--82.46.168.98 10:07, 23 March 2013 (GMT)
I've also experienced this with Marked for Death. I'm going to add this to the page. ThuumofReason (talk) 16:23, 22 January 2014 (GMT)
I have noticed that Companion's Insight doesn't seem to work with anything I use. So far the spells Ice Storm, Fireball, and my melee and ranged attacks all harm my follower. I am skeptical that this ability does anything at all. YMMV. 97.127.178.64 21:25, 27 March 2014 (GMT)
I noticed that this ability worked perfectly for my clumsy spellcasting with Lydia always around, until the point at which I was forced by a quest to make her a vampire (she was my spouse and one of the DG quests on the vampire side makes you turn your spouse) or possibly earlier - since Serana is present through most of the DG questline, I sent Lydia home and didn't re-hire her until after I'd finished the entire questline, so it might be that the ability ceased to work as soon as I was made a vampire myself, rather than when I turned Lydia. Maybe it's not scripted to work on undead followers? Jivecom (talk) 01:12, 1 April 2014 (GMT)
This has been marked as a question that needs to be answered.
After much testing I can confirm my theory to be the case. I tested this during the Dragonborn quest to cleanse the standing stones. Casting Chain Lightning, Serana and the hostile Lurker took damage while the allied NPCs surrounding the stones did not. I achieved the same result with the Fireball spell, as well, and got the same result also with vampire spouse followers. That shows definitively that the power's effect is working, just partially, rather than just halted altoogether as I had initially assumed was the case. I'll make the edit, but I'm hesitant to call it confirmed until somebody else can reproduce my results. Jivecom (talk)

() Companions Insight: "Your attacks, shouts, and destruction spells do no damage to your followers when in combat." From my multiple play throughs I find the scripted damage from special abilities to ignore Companion's Insight while it still works for "standard" melee and spell damage. If the damage is from an ability, non-destruction school, scripted weapon damage modifier or any scripted damage Companion's Insight doesn't work. — Unsigned comment by ‎ Anubis Priest (talkcontribs) at 03:05 on 24 July 2018

My testing shows a few inconsistencies, but generally the wording seems correct. My weapons, Destruction spells and shouts did no damage to my follower's health while in combat, but did normal damage outside of combat. Hits on my follower in combat would result in dialogue as if I had damaged her ("What are you doing?!" "I'm on your side!"), and they would be ragdolled by Unrelenting Force, but no damage would be inflicted. I did notice my Fire Breath caused damage in combat once, but that may have been due to the buggy way some followers will leave combat for a moment when enemies are still near. I'll see if I can edit the notes to reflect all of this. --Xyzzy Talk 04:08, 24 July 2018 (UTC)

Stealing the soul from the wyrm of Dragonborn Flame power?Edit

I was fighting some reavers and used my Fire Breath shout on them. As expected, the fire wyrm appeared due to the Dragonborn Flame power I had chosen from Hermaeus Mora. Since it was a messy battle, I had accidentally hit one wyrm by mistake and my soul trap weapon had caused me to absorb it's soul. Possible exploit? 96.238.52.167 07:17, 10 February 2013 (GMT)

Secret of Arcana and Skill XPEdit

For spells that give you Experience based on the Magicka cost, do they still give you the XP while under the effects of Secret of Arcana, or do they give nothing? Schiffy (talk) 20:56, 18 February 2013 (GMT)

The experience is based off the base magicka cost of the spell cast. VycDarkshadow (talk) 03:48, 11 March 2013 (GMT)

Epistolary AcumenEdit

Was trying to add all Dragonborn shout modifiers and it didn't work. After pulling scripts out of .bsa then decompiling then into human language. I finally figured out why... the ability and magicaleffects are there for show. The actual process and check is governed by globalvariable so the end result is that its impossible without changing dlc2apocryphabookrewardscript.pex and dlc2apocryphabookrewardcscript.pex(as far as I can tell at least). But if anyone doesn't want to walk... set dlc2blackbookreward3 to #

  0 - disabled
  1 - force
  2 - fire
  3 - ice

Someone may want to mention that its useless trying to add abilities and hoping it will work. Well those 3 particular abilities. — Unsigned comment by Hisazul (talkcontribs) at 04:32 on 5 March 2013‎

I don't think this is worth mentioning in the article, as you were trying to use console codes to bypass game mechanics. Maybe they would be more appropriate on the console page. --Xyzzy Talk 21:05, 12 March 2013 (GMT)
It may be of use to modders, or people who run into a glitch somehow. It's interesting to note, for example, that this means it's impossible to have more than one of these abilities at once. But you're right that this article isn't really the place for it. You know, I didn't think it was needed before, but I'm starting we should make individual pages for the abilities, just like for spells and powers. I mean, maybe not all of them - the vanilla Skyrim ones are mostly self-explanatory and don't really need more than one sentence in the table listing. But some of these new ones added by Dragonborn have some interesting intricacies that don't really fit on the page, e.g. that long note I put on Scholar's Insight a while back. That kind of info should be mentioned somewhere, but it does admittedly look out of place in the table. — TheRealLurlock (talk) 02:29, 13 March 2013 (GMT)
If each of these powers got their own articles, then that would be the place to put it. Spells have received the VIP treatment, and powers aren't all that different... Other than that, though, it's possibly worth listing on the quest page, and definitely worth listing here. It is unusual in the fact that not only is it different than other abilities at a technological level, but that due to it's differences it is impossible to obtain more than two at once. Remember that this page is a hub page for all powers and abilities, and it should have all relevant information pertaining to those two things. It doesn't make sense to have an article dedicated to powers and abilities, and then to scatter other relevant info across various articles. • JAT 04:29, 13 March 2013 (GMT)
How does that not make sense? The point of a "hub" page is to give the basic info (which this isn't) and provide links to individual in-depth articles which give more details. If a topic is complex enough that it takes more than a few sentences to describe it, then trying to cram it all into the hub page just becomes confusing and overly wordy. Incidentally, it's not the only power or ability that doesn't work the way you'd expect. Had a discussion on The Tower Stone about how that actually works as an Ability that provides a Perk, despite the fact that it feels more like a Greater Power. The implementation details can be a bit hairy on many of these, but cluttering up the hub pages with that in-depth info seems unnecessary and potentially confusing. — TheRealLurlock (talk) 12:43, 13 March 2013 (GMT)
If we had individual articles for each ability, then I'd totally agree with you. However, for now we don't. Because of that, we need to keep the information where it is most logical. Let me put it this way. Say someone is messing around in the game and tries to add the perks for both fire and ice; however, it doesn't work. They mess around a bit to make sure they didn't enter anything wrong, then they decide to look online. They go here and search "Dragonborn Flame". The first hit is the Dragonborn:Powers page (which Dragonborn:Dragonborn Flame redirects to); the Dragonborn:The Gardener of Men page is the 13th hit. They'll read the Powers page, find that there's no info there, decide that our site doesn't have the info on it, and go somewhere else. The Powers page doesn't even link to the quest page - it links to the book, which then links to the quest page. Also, there's the fact that at least for now, this is the article on each of the abilities, and if there's anything noteworthy that doesn't fit in the table, we can do what we've done with just about every single other article - put it in a ==Notes== section. It's completely counter-intuitive and very user-unfriendly to place this information on the quest page. At some point, full articles will be created for the abilities, but until then, putting this information in a ==Notes== section makes the most sense.
Also, could we get some more input from other users on this? • JAT 17:50, 13 March 2013 (GMT)
I think it's more a matter of policy than anything. Quest pages are full of setstage and moveto and, while it's to overcome bugs, it's still bypassing game mechanics. Exploits are information, valuable ones even, and this site's purpose is to provide infos to the people seeking them. I think putting it on the Console or the talk page of respective quests/NPCs/etc.. like it's already done for too many is not user friendly. As Jak said, someone coming here looking for a way to fix something will not bother searching on the entire site; it's not on the page, it doesn't exist. While, given the amount of elements listed here, it might obviously look a bit bulky, it's better than waiting for the individual pages to be created and leaving something undocumented. Elakyn (talk) 18:41, 13 March 2013 (GMT)
I absolutely agree that bug fixes that use console commands need to be in the article of concern. However, we do have a long-standing practice (maybe even a policy?) of not putting exploits/cheat codes on articles. They instead go on the Glitches page under Exploits. I am not opposed to changing this practice if we want to include exploits within the main articles, but I would like to see consensus on this, as I'm sure that many users will have very strong feelings about it. --Xyzzy Talk 19:04, 13 March 2013 (GMT)

() Well, at any rate, I've made the changes to the spell summary template so it can now be used for Abilities. I've been slowly creating pages for all the Powers, and I guess I can do these as well, though it might not happen quickly. I try not to write articles if I haven't done thorough testing, otherwise I end up with screw-ups like I did at Poison Damage, but so far nobody else has done much in the way of helping out with these, so I'll get to it when I can, unless somebody else does first... — TheRealLurlock (talk) 23:26, 13 March 2013 (GMT)

Scholar's Insight BugEdit

I just experienced this bug while at Smithing 50 (Legendary × 1, if it makes a difference) reading Heavy Armor Forging. The skill only advanced by the usual one point. Since it was my first skill advance affected by Scholar's Insight, I first thought that it didn't work. With further experimentation, however, I discovered that it worked fine when my skill was at any other level, or for any other skill at any level I tried it at, including 50, so it may be a very specific issue. Unfortunately, that's the only Smithing skill book I haven't read, so I can't tell if it's specific to that book. Just for completeness, small advances that didn't level my Smithing still produced the same problem. I only have one other skill that's legendary, Sneak, and it's well past 50. Trying it at 62, it jumped to 64, as expected. Enchanting, which I also made legendary and then advanced to a skill level of 50, also failed to produce the problem. Robin Hood  (talk) 08:07, 4 April 2013 (GMT)

I just experienced this problem with destruction (going from level 92 to 93), however after reloading I noticed I was on the cusp of gaining a skill level (casting one spell on an enemy took me from 92 to 93 itself). Once I had levelled, as stated, there was no problem going from 93 to 95. My point is, is being close in experience to gaining a skill level related to this bug? Can anyone else verify this? JDizzle (talk) 14:21, 1 September 2013 (GMT)
Since that post, I've seen this happen one or two other times even with normal skill books (i.e., reading it did nothing). It seems to be some rare bug in the leveling script, and I know for my original post, I wasn't close to leveling, though being close still might be a contributing factor. I'm glad to hear it's not just me that's experiencing this! I'll add notes on relevant pages now that I know it's not just me. Robin Hood  (talk) 19:23, 1 September 2013 (GMT)
I noticed that I was only getting +1 from skill books with Scholar's Insight at high skill levels (90+), and +4 from the Oghma Infinium. I did some testing and found that this was only happening when I had experience bonuses from being rested or the Guardian Stones. I suspect this would be true with the Lover's Stone as well though I didn't specifically test it. Can someone else try Scholar's Insight or the Oghma Infinium with experience bonuses to confirm? Iainuki (talk) 05:15, 28 April 2018 (UTC)

Waters of LifeEdit

Does it heal literally everyone close to the caster, or only the allies of the caster? In other words, if it were used in a battle situation, would it heal the enemy as well? 174.6.51.17 04:55, 29 July 2013 (GMT)

According to CSList, the healing effect is from the spell Restore Health Area, which does not affect enemies. So, no. It wouldn't heal enemies. That would just be silly if it did. --Xyzzy Talk 05:52, 29 July 2013 (GMT)

Is Secret Servant bugged?Edit

I did a bit of a search to try to get a vox populi of if the Black Market choice or Secret Servant option was a better choice. I read on several sites that the Secret Servant power is glitched and your Daedric butler may lose items, nominally unique or special ones.

However, I have seen no mention of that in these esteemed pages and I would naively presume that if there was an issue, someone in this forum would have found it by now. So, is this power glitched or are other sites mistaken? Cheers... 58.7.232.100 17:29, 24 May 2014 (GMT)

Why do hyperlinks link to themselves on this page?Edit

Several of the hyperlinks on this page link to themselves. In web design, that's considered inappropriate. Yet Jeancy says that here, it is on purpose. Can someone explain why? 68.6.123.36 08:36, 24 October 2014 (GMT)

Because this is a wiki, some common web design principles don't necessarily apply. The one you brought up is one. The thinking is that by linking to a page, even if that page currently redirects back to the link itself, nothing will have to be changed if the page is later filled in with more significant information. All the links will already be in place and point to the new information. Unfortunately, templates on MediaWiki don't have the ability to detect where a redirect directs to, or there would probably be code in place to suppress the link altogether. Since that's not possible, we have to deal with links to redirects back to themselves. In a similar vein, while it's falling out of favour (with standard bolding becoming the preferred method), you'll still sometimes see true self-links on wikis, which used to be done to highlight the first occurrence of a term (e.g., Powers). Robin Hood  (talk) 19:59, 24 October 2014 (GMT)
Robin Hood, Thank you for that excellent explanation. However, I'm still not clear on why hyperlinks link to themselves on this page. Iron Dagger does not link to Iron Dagger. Haggling does not link to Haggling. Draugr Wight does not link to Draugr Wight. Ataxia does not link to Ataxia... and on and on. As far as I can tell, this is the only page on the wiki which follows the practice you describe, and links definitional occurrences of terms to their potential future home pages. Either 1) the practice is non-standard; 2) the rest of the wiki fails to follow the standard; or 3) there is something unique about this page which justifies application of the practice here, but nowhere else. What do you say? 68.6.123.36 03:15, 25 October 2014 (GMT)
The practice is moderately standard, but certainly not universal. Part of the decision is based on how likely a link is to be expanded in the future. Since different users have different perceptions of that likelihood, it does tend to vary a bit from page to page, though we try to keep things like that as consistent as possible.
There are definitely other pages with self-links on them. Skyrim:Weapons uses both types of links, with Skyforge Steel Sword being a self-link since there's no other page for it currently (though it could certainly be argued that it should link to Skyrim:Skyforge). Robin Hood  (talk) 04:09, 25 October 2014 (GMT)
That makes sense. But it implies that if Mora's Agony, Bones of the Earth, Bardic Knowledge, and the other powers listed on this page are unlikely to ever have pages dedicated to them, then removal of the links is justified. I believe these powers are unlikely to have pages dedicated to them. Does anyone think otherwise? 68.6.123.36 15:13, 25 October 2014 (GMT)
I have no particular opinion on that, personally. I can imagine what such pages might look like, and they'd probably be pretty sparse, but I can also imagine some keener deciding to do it anyway. :) Since Jeancey was the one that reverted your edits, I'll let him make the case for keeping them, if he feels strongly enough about it. Robin Hood  (talk) 17:50, 25 October 2014 (GMT)
TRL was the one to make the edit adding links in the first place, and he has also been the one to create the majority (if not all?) of the individual powers pages in the Skyrim namespace (some of which have still not been completed, and redirect to themselves like those on this page). As far as I'm aware, he intended to create pages for all powers, but he hasn't made any edits on the wiki since the spring. — ABCface 20:23, 25 October 2014 (GMT)

Ahzidal's GeniusEdit

It is described on the Dragonborn:Powers page as a bug that Ahzidal's Genius does not work with Seeker of Sorcery. It does stack with your chosen enchantment allthough you will not see a skill increase in the skill point menu or enchantment menu. (Example: If you can make a 50% resist cold enchantment on an item wearing Ahzidal's Genius, you will be able to make it 55% after acquiring Seeker of Sorcery). LT (talk) 17:00, 9 January 2015 (GMT)

The Shallow RegentEdit

Seeker of might does not increase light armor rating. Instead the seeker of shadows increases the light armor rating. The statement on the page is misleading. — Unsigned comment by 204.102.224.89 (talk) at 20:03 on 19 July 2015‎

You're right. I've removed the descriptions altogether in favour of just linking to the appropriate skill pages. Robin Hood  (talk) 19:32, 20 July 2015 (UTC)

Seeker of Sorcery: enchantment magnitude does not appear to increase, but its cost decreasesEdit

The effect of Seeker of Sorcery doesn't appear to be as described. The magnitude of enchantments does not increase; instead, it seems to decrease the cost of each use of an enchanted weapon.

Using the console command player.getav rightitemcharge, I was able to determine that the Charge/Cost = Uses on my custom-enchanted Daedric bow is 3000/12 = 250. With Seeker of Sorcery, the magnitude of the enchantment does not change—instead, the cost decreases by 10% (it becomes 3000/10.8 = 277). I would suppose this is intended behavior and not a bug, but it might be best to properly document this. Your thoughts? DraconicPenguin (talk) 22:13, 30 May 2016 (UTC)

It looks like the increased enchantment magnitude affects only new enchantments. That makes sense now. DraconicPenguin (talk) 18:24, 4 June 2016 (UTC)

Breath of Nchuak and Fortify DestructionEdit

Breath of Nchuak is affected by fortify destruction potions, at least on PS4 Special Edition. The increase in damage is not reported under the power tooltip itself (it still reads as 15 damage per second), but the damage difference can be simply tested by using the power, reloading and taking a fortify destruction potion, and then using the power again. I made a post about it on the Tamriel Vault (here), and testing against the Bear/Cave Bear outside of Ivarstead, and found the damage difference easily reproducible. I've made relevant edits to Breath of Nchuak power on this page, but it would be nice if someone could verify it, particularly on a different platform (in case it was PS4 specific for some reason).

Possibly a new article should be made for it, as it's a little concise here to explain the damage can be improved. There's other bits that could be put in the article to flesh it out, for example Mzund is a location featured in Katria's Journal. I don't really have time to write such an article itself if it was desired, any takers if it's appropriate to write one?

If it's not appropriate to link to Tamriel Vault, feel free to edit it out, but I have screenshots there so it might feel a bit more like proof. Edit them out the link if not appropriate, I'll get the message. JDizzle (talk) 14:28, 29 October 2017 (UTC)

Mora's graspEdit

Mora's grasp does not effect dragons or essential NPC's, Is this worth noting and/or sombody create a page for mora's grasp?Werewolfvampirre (talk) 21:45, 5 September 2018 (UTC)

Also there is a weird bug with Mora's grasp, if you use it on somebody who is in the air (Unrelenting Force etc.) they will freeze, if you wait one hour they will get stuck in a position with their arms out and they you will not be able to interact with them in anyways, even attackingthem will not make them unfreeze, Has anyone else experienced this?Werewolfvampirre (talk) 00:40, 6 September 2018 (UTC)

Secret Servant - Dremora ButlerEdit

in this page it lists as having 148 carry weight , but in Dragonborn:Dremora Butler page it shows having 248 carry weight? so which one is correct and the other must be fixed? i will self test on oldrim legendary pc and fix the wrong one (or both if neither is right) Ciberzombie (talk) 10:48, 15 December 2019 (GMT)

I just tested in game on SSE and got 148. I wasn't able to test in Oldrim, cuz it's not working for me right now. It was 148 on Dremora Butler well before SSE, though, so I think it's safe to assume it's the same for both. The 248 was introduced by an IP editor with no explanation, so was likely an error, or possibly a mod causing the difference in weight. I've gone ahead and changed it, but if your results differ, please feel free to change/discuss as needed. Robin Hood  (talk) 21:38, 15 December 2019 (GMT)
well i actualy got 148,1 weight in testing with random loot, i will test again with gold ingots and flawless diamonds for accurate testing Ciberzombie (talk) 08:46, 16 December 2019 (GMT)
Return to "Powers/Dragonborn Archive" page.