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Skyrim Archery Perk Codes

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  1. Skyrim Perks Guide
  2. Skyrim Character Builds Guide - Best Character Builds List ...
  3. Skyrim Clear Perk Id List
  4. Skyrim Archery Perk Codes Code

Perk Level Description Overdraw- Bows do 20% more damage.: Eagle Eye: 30 Pressing Block while aiming will zoom in your view.: Power Shot: 50 Arrows stagger all but the largest opponents 50% of. The next perk is the Elemental Protection, this is another perk from the vanilla game that seemed a bit over powered as before it would grant 50% reduction in fire, frost and shock spells which is a large reduction, so now the perk is 2 ranked but the reduction has been decreased to a maximum of 30% if two perk points are invested. Skyrim Archery Perk Codes 8/10/2019 Skyrim Special Edition is out with swathe of pre existing mods and great deal of game breaking cheat codes. By using these cheat codes, you can take advantage on spawn items, activate God Mode, unlock perks and NoClip mode etc. You can find the ID in our list of Skyrim NPC codes. Setrelationshiprank ID # Select two NPCs and set the relationship between them, the values range from 4 (lover) to -4 (archnemesis).

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This page or section is incomplete. You can help by adding to it.
We are missing the difficulty levels for all intimidation challenges, and all Speech challenges added by Dragonborn.
For more information, see the help files, the style guide, and this article's talk page.
Skill: Speech
Specialization:
Stealth

The Speech skill (referred to as Speechcraft in the Console) allows you to more effectively persuade people and to barter with shopkeepers. Perks in this skill allow you to get better deals when trading, buy and sell any kind of item to any merchant, and make it more likely for a persuasion or intimidation attempt to succeed. The Speech skill tree has a total of 9 perks, requiring a total of 13 perk points to fill.

In-game Description: The skill of persuasion can be used to get better prices from merchants, and persuade others to do as you ask.

  • 2Skill Usage
    • 2.2Persuasion Options
  • 3Skill Increases

Skill Perks[edit]

Haggling
Allure
Merchant
Investor
Fence
Master Trader
Bribery
Persuasion
Skyrim archery perk codes list
Intimidation
PerkRankDescriptionIDSkill Req.Perk Req.
Haggling1Buying and selling prices are 10% better.000be128
2Buying and selling prices are 15% better.000c07ce20 Speech
3Buying and selling prices are 20% better.000c07cf40 Speech
4Buying and selling prices are 25% better.000c07d060 Speech
5Buying and selling prices are 30% better.000c07d180 Speech
Allure10% better prices with the opposite sex.00058f7530 SpeechHaggling
MerchantCan sell any type of item to any kind of merchant.00058f7a50 SpeechAllure
InvestorCan invest 500 gold with a shopkeeper to increase his available gold permanently.00058f7b70 SpeechMerchant
FenceCan barter stolen goods with any merchant you have invested in.00058f7990 SpeechInvestor
Master TraderEvery merchant in the world gains 1000 gold for bartering.¥001090a5100 SpeechFence
BriberyCan bribe guards to ignore crimes.00058f7230 SpeechHaggling
PersuasionPersuasion attempts are 30% easier.001090a250 SpeechBribery
IntimidationIntimidation is twice as likely to be successful.00105f2970 SpeechPersuasion
The Merchant perk also allows you to buy any item from a merchant's inventory. One implication is that various bugged alchemyingredients that normally cannot be purchased become available, making some ingredients much easier to find.
Some merchants have the dialogue allowing you to Invest with them, but doing so does not result in any permanent change in the merchant's available gold. This bug is noted on the pages of individual merchants for whom it applies, and on the general merchants page, which also lists which merchants do or not allow investment - most do not.
¥The Master Trader perk increases mostmerchants' gold by 1000; see the merchants page for a listing of which ones.

Skill Usage[edit]

Your Speech skill determines the chance of successfully being able to get information out of an NPC using intimidation or persuasion. These Speech Challenges will be provided as options during certain dialogues.

Special dialogue options include:

  • Persuade: influence someone by reasoning with them. Chances of success depend solely upon your Speech skill.
  • Intimidate: influence someone by threatening them. Chances of success depend upon your Speech skill and your level subtracted by the NPC's level. For example, a 50 difficulty Intimidation check will succeed with a Speech skill of 45 if your character is at least 5 levels higher.
  • Bribe: influence someone by giving them money. Factors influencing chance of success are unknown.

Your Speech skill also affects merchant prices; prices can be further improved using some of the Speech skill perks, barter potions or enchanted equipment.

The base rate for buying/selling is based solely on your Speech skill and any perks or Fortify Barter effects are applied to prices afterwards.

Bribe Formula[edit]


Persuasion Options[edit]

What follows is a list of all persuasion attempts that can be made in Skyrim. Spoilers in this list are intentionally kept very minor. All speech challenges fall into one of five categories: Very Easy, Easy, Average, Hard, and Very Hard. Their skill requirements to pass are 10, 25, 50, 75, and 100, respectively. Possessing the Persuasion perk reduces the requirements on all but Very Easy challenges by 30%, dropping them to 10, 18, 35, 53, and 70, respectively. Wearing the Amulet of Articulation allows you to succeed at any persuasion check in the game regardless of skill.

Impossible to Fail[edit]

  • Persuading Loreius to help Cicero during Delayed Burial.
  • Getting Lod to pay you 25 gold before searching for the dog during A Daedra's Best Friend.

Very Easy (10)[edit]

  • Persuading a shakedown bandit to leave you alone for 50 gold.
  • During The Forsworn Conspiracy, getting Margret to reveal information.
  • Getting a free sample from the attendant at Redwater Den.DG

Easy (25/18)[edit]

Average (50/35)[edit]

Hard (75/53)[edit]

Very Hard (100/70)[edit]

  • Convincing Faralda to let you join the College of Winterhold without taking a test.
This persuasion challenge was cut from the game. These NPCs are instead always hostile to you.

Prices[edit]

Prices are computed by the following:

The Base Price Factor is calculated by your skill level; each skill rank reduces the price factor by .013 by default, and skill levels over 100 have no effect:

  • fBarterMax default is 3.3, fBarterMin default is 2.0 (defines a base vendor-selling-range of 200% to 330% of an item's base value, and a vendor-buying-range of 30% to 50%).
  • the function min(x,y) return the smallest of two or more arguments (here, [skill-level] or [100]).

The modified Price Factor depends on perks and Fortify Barter bonus:

The final price combines the two Price Factors and rounds to the nearest whole number:

HagglingS = 1.10 at Rank 1, 1.15 at Rank 2, 1.20 at Rank 3, 1.25 at Rank 4, 1.30 at Rank 5. AllureS = 1.10

HagglingB = 0.91 at Rank 1, 0.87 at Rank 2, 0.83 at Rank 3, 0.80 at Rank 4, 0.77 at Rank 5. AllureB = 0.91

Buying multipliers are the reciprocal of the respective selling multiplier, but rounded to two decimal places (a percentile). Do not use unrounded (untruncated) values, as it will yield incorrect results. (For example, at rank 2, HagglingB is 0.87. 1/1.15 is actually slightly less than 0.87, so using the full (untruncated) value may get you a lower-than-actual buying multiplier.)
  • At 0 skill and no perks, the final price factor is 3.3 for buying and 0.303 for selling.
  • At 15 skill and no perks, the final price factor is 3.10 for buying and 0.322 for selling.
  • At 100 skill and no perks, the final price factor is 2 for buying and 0.5 for selling.
  • At 100 skill and all haggling perks, the final price factor is 1.54 for buying and 0.65 for selling.
  • At 100 skill and all perks, including Allure, the final price factor is 1.4014 for buying and 0.715 for selling.
  • Trade price cap: (max sell price = value * 1.00), (min buy price = value * 1.05).

Skill levels over 100 have no effect.

Investor[edit]

Investing 500 gold into a business with the Investor perk immediately increases their current gold by 500. Investing is as simple as speaking to a merchant NPC and selecting the 'I want to invest in your business' option. This can only be done at the same time of day as they would normally allow sales.

All merchants who are available for investments are identified in the notes column on the Merchants article.

Skill Increases[edit]

Character Creation[edit]

The following races have an initial skill bonus to Speech:

  • +5 bonus: Breton, Nord

Trainers[edit]

  • Dro'marash with the Khajiit Caravans (Common)
  • Revyn Sadri in Windhelm (Common)
  • RonthilDG in Volkihar Keep (Expert)
  • Ogmund in Markarth (Expert)
  • Giraud Gemane of the Bards College in Solitude (Master)

Skill Books[edit]

Free Skill Boosts[edit]

  • +1 Speech reward (as well as +1 to all other Stealth skills) from Inge Six Fingers (Bards College) for completing the quest Finn's Lute.
  • +1 Speech reward from Malur Seloth (Winterhold) for completing the quest Some Light Theft
  • +1 Speech reward from Ysolda (Whiterun) for completing the quest Rare Gifts
  • +2 Speech reward from Azzadal for jumping off of Bard's Leap Summit. Jump from opposite the Word Wall in Lost Valley Redoubt off the bridge that extends over the waterfall for Azzadal to appear.
  • +5 Speech reward (as well as +5 to all other stealth skills) by selecting 'The Path of Shadow' from the Oghma Infinium after completing the quest Discerning the Transmundane.

Gaining Skill XP[edit]

  • Trading with merchants will increase the Speech skill. The amount of skill progress gained is based on the base value of the item being bought/sold and is not limited by the merchant's available gold. However, if you trade multiple units of an item in one transaction, you will only gain experience equivalent to trading a single unit; for optimal leveling, sell each item one at a time, and sell expensive items.
  • Fortify Speech and Barter allow for more items to be purchased for a given amount of gold, which increases skill gains.
  • Successful Persuade, Intimidate, and Bribe attempts in conversations will also increase the skill.
  • Barter with skill trainers that sell items (trainer-merchants). At higher levels (51 and up) buying 5 training sessions from a trainer-merchant will cost a minimum of 8,200 gold. This will temporarily buff the amount of gold that the trainer-merchant has on hand by the amount of gold used for training sessions. Then you can sell items to the trainer-merchant. At the highest levels you can trade 28,000 worth of items in a single visit if you have saved a level up prior to training (this allows 5 training sessions, a level up, then another immediate 5 sessions). This can require a lot of gold on hand and you should avoid allowing the trainer-merchant to accumulate more than 32,767 gold due to a bug with merchant banks.
  • One method for those who have a very large amount of money is to don your best haggling apparel (e.g. Guild Master's Hood and a Necklace of Haggling), go to the local fence and sell/rebuy your most expensive weapons (e.g. a pair of Legendary Blades of Woe) repeatedly until your skill increases to the desired level.[verification needed — see talk page] As you will lose money (the amount varies based on perks and equipment) with every sell/buy cycle, the merchant will end up with a vast quantity of gold if you continue the exercise for long enough. At this point you can sell all your more expensive items (i.e. those items which will normally cost the merchant most of their gold) as well as any others to the merchant until they are back down to 0 gold, or you have run out of items to sell.
  • One way to train this skill without spending money is to commit a crime with a very low bounty, such as trying to pick a lock one time or stealing an item with a value of less than 10 gold. When your bounty is 5 gold or less, guards may ignore such crimes unless you speak to them. In dialogue, you may get a Persuasion option for the guard to overlook your crime. If you fail the persuasion check with such a low bounty, the guard may ignore the crime anyway. By speaking with and persuading every guard you encounter (except the one who witnessed the crime), your Speech will go from 50 to 100 in 10-15 visits to the town. A bounty of 10 gold may be too high to use this technique. Take note, however: this requires at least 53 Speech (with the Persuade perk) to work; alternately, if you have the gold to spare, you can bribe the guards repeatedly for the same benefit. [verification needed]
  • If you are trying to level Speech as quickly as possible, do not use magic items or potions which fortify Speech, and do not give money to beggars. Anything which boosts your Speech skill directly will make your progress slower. Fortify Barter effects do not have this effect. [verification needed — see talk page]
  • The Fortify Restoration or Fortify Alchemy/Enchanting exploit can be used to acquire items of extremely high value, which when sold will grant immense boosts to the Speech skill.
  • Speech is one of two skills which has a different Console ID than the name, the other being Archery. The actual Console ID for Speech is Speechcraft. For example, the Console code for improving Speech is AdvancePCskill Speechcraft <#>.
  • Another way to improve this skill is to repeatedly persuade Calcelmo during the completion of the Buy Dwarven Artifact quest, by exiting the dialogue after the persuasion and before deciding whether to accept his offer. Note that this requires a certain level of Speech in order to work.

Achievements[edit]

Achievements related to the Speech skill are:

  • Snake Tongue (10 points/Bronze) — Successfully persuade, bribe, and intimidate

Dialogue[edit]

When you reach a high level in this skill, guards will sometimes comment:

  • 'Don't think you can barter with me like I'm one of those damned shopkeepers.'
  • 'Heard about you and your honeyed words.'

Bugs[edit]

  • If you raise a merchant's gold to 32,768 it will freeze. It will continue to allow you to sell your items, but you will not receive any gold.
    • To reset, wait the 48 hours for an inventory refresh. You can also save, attack the merchant, and load; this refreshes their inventory, and is much faster.
  • Some of the merchants may 'forget' that you invested in their shop and lose the option for having extra buying gold. This appears to affect female alchemy merchants much more than male merchants or merchants of general goods stores (e.g. Angeline's Aromatics in Solitude will never remember an investment).
    • This bug is fixed by version 1.1 of the Unofficial Skyrim Patch.
  • Selecting the Fence perk may allow you to sell stolen goods to any merchant, not just those you have invested in as the perk description states.
  • When resetting your Speech skill, you still retain your ability to invest in merchants, without having to have that perk or having a speech skill high enough to be able to get this perk. This is also true for Master Trader—all related merchants will still have 1000 more gold even after you lose the perk.
  • During Stabilized, Sapphire has speech options, but none of them perform the proper checks to see if you could succeed. This makes persuading her always succeed by default, no matter what level of Speech you have.
    • This bug is fixed by version 2.0.4 of the Unofficial Skyrim Patch.
  • Allure only provides a 9% bonus when buying items instead of a 10% bonus as is stated in the description.
    • This bug is fixed by version 3.0.11 of the Unofficial Skyrim Legendary Edition Patch.
Combat
Archery •Block •Heavy Armor •One-handed •Smithing •Two-handed
Magic
Alteration •Conjuration •Destruction •Enchanting •Illusion •Restoration
Stealth
Alchemy •Light Armor •Lockpicking •Pickpocket •Sneak •Speech


Retrieved from 'https://en.uesp.net/w/index.php?title=Skyrim:Speech&oldid=2116300'
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Jump to: navigation, search
Skill: One-handed
Specialization:
Combat

One-handed governs your effectiveness when using one-handed weapons, including daggers, swords, maces, and war axes. With the addition of dual-wielding, one-handed weapons can be put in both hands in any combination. The higher your skill in One-handed, the more damage is done with one-handed weapons. The One-handed skill tree has a total of 10 perks, requiring a total of 21 perk points to fill. Each skill point grants a +0.5% bonus to the damage dealt with one-handed weapons (+2% for NPCs). This bonus stacks with the ones provided by the Armsman perk and by Smithing-related improvements.

In-game Description: The art of combat using one-handed weapons such as daggers, swords, maces, and war axes. Those trained in this skill deliver deadlier blows.

  • 2Skill Usage
  • 4Skill Increases

Skill Perks[edit]

Armsman
Bladesman
Bone Breaker
Dual Flurry
Dual Savagery
Fighting Stance

Skyrim Perks Guide

Critical Charge
Savage Strike
Paralyzing Strike
Hack and Slash
PerkRankDescriptionIDSkill Req.Perk Req.
Armsman1One-Handed weapons do 20% more damage.000babe4
2One-Handed weapons do 40% more damage.0007934320 One-handed
3One-Handed weapons do 60% more damage.0007934240 One-handed
4One-Handed weapons do 80% more damage.0007934460 One-handed
5One-Handed weapons do twice as much damage.0007934580 One-handed
Bladesman1Attacks with swords have a 10% chance of doing critical damage (+0% crit damage)*.0005f56f30 One-handedArmsman
2Attacks with swords have a 15% chance of doing more critical damage (+25% crit damage)*.000c1e9060 One-handed
3Attacks with swords have a 20% chance of doing even more critical damage (+50% crit damage)*.000c1e9190 One-handed
Bone Breaker1Attacks with maces ignore 25% of armor.0005f59230 One-handedArmsman
2Attacks with maces ignore 50% of armor.000c1e9260 One-handed
3Attacks with maces ignore 75% of armor.000c1e9390 One-handed
Dual Flurry1Dual wielding attacks are 20% faster.0010625630 One-handedArmsman
2Dual wielding attacks are 35% faster.0010625750 One-handed
Dual SavageryDual wielding power attacks do 50% bonus damage.0010625870 One-handedDual Flurry
Fighting StancePower attacks with one-handed weapons cost 25% less stamina.00052d5020 One-handedArmsman
Critical ChargeCan do a one-handed power attack while sprinting that does double critical damage.000cb40650 One-handedFighting Stance
Savage StrikeStanding power attacks do 25% bonus damage with a chance to decapitate your enemies.0003af8150 One-handedFighting Stance
Paralyzing StrikeBackwards power attack has a 25%** chance to paralyze the target.0003afa6100 One-handedCritical Charge or Savage Strike
Hack and Slash1Attacks with war axes cause extra bleeding damage.0003fffa30 One-handedArmsman
2Attacks with war axes cause more bleeding damage.000c367860 One-handed
3Attacks with war axes cause even more bleeding damage.000c367990 One-handed

* The bonus damage is calculated using the base damage of the weapon.
** Paralyzing Strike's effect is affected by Alteration-modifiers, such as the Stability perk. It also has a chance to activate of 26%.

  • This bug is fixed by version 2.0.5 of the Unofficial Skyrim Patch.

Skill Usage[edit]

Approximate weapon characteristics are given in the following table:

Weapon typeRelative damageSpeedReachStagger
Dagger-31.30.70
Sword+0110.75
War Axe+10.910.85
Mace+20.811

'Speed' determines the frequency of attacks, in number of attacks that can be performed per second. 'Reach' determines how far away an opponent can be and still be hit by the weapon. 'Stagger' multiplies your base Staggering chance by this amount.

It should be noted that the overall weapon damage balance is only kept when the weapons are not upgraded or enchanted. As soon as you start smithing or enchanting your weapons, the damage shifts more and more in favor of the faster swinging weapons - especially daggers. For example, a Legendary Iron Dagger has damage per second of 18.2 - 20% higher than a Dragonbone Sword, and as it swings 30% faster it would also apply enchantments 30% faster. However, daggers have no stagger value and shorter reach; as such, swords are usually preferred. This problem is further exacerbated by the fact that heavier weapons consume more stamina for power attacks, and axes/maces are heavier than daggers/swords.

Skyrim perk list
Intimidation
PerkRankDescriptionIDSkill Req.Perk Req.
Haggling1Buying and selling prices are 10% better.000be128
2Buying and selling prices are 15% better.000c07ce20 Speech
3Buying and selling prices are 20% better.000c07cf40 Speech
4Buying and selling prices are 25% better.000c07d060 Speech
5Buying and selling prices are 30% better.000c07d180 Speech
Allure10% better prices with the opposite sex.00058f7530 SpeechHaggling
MerchantCan sell any type of item to any kind of merchant.00058f7a50 SpeechAllure
InvestorCan invest 500 gold with a shopkeeper to increase his available gold permanently.00058f7b70 SpeechMerchant
FenceCan barter stolen goods with any merchant you have invested in.00058f7990 SpeechInvestor
Master TraderEvery merchant in the world gains 1000 gold for bartering.¥001090a5100 SpeechFence
BriberyCan bribe guards to ignore crimes.00058f7230 SpeechHaggling
PersuasionPersuasion attempts are 30% easier.001090a250 SpeechBribery
IntimidationIntimidation is twice as likely to be successful.00105f2970 SpeechPersuasion
The Merchant perk also allows you to buy any item from a merchant's inventory. One implication is that various bugged alchemyingredients that normally cannot be purchased become available, making some ingredients much easier to find.
Some merchants have the dialogue allowing you to Invest with them, but doing so does not result in any permanent change in the merchant's available gold. This bug is noted on the pages of individual merchants for whom it applies, and on the general merchants page, which also lists which merchants do or not allow investment - most do not.
¥The Master Trader perk increases mostmerchants' gold by 1000; see the merchants page for a listing of which ones.

Skill Usage[edit]

Your Speech skill determines the chance of successfully being able to get information out of an NPC using intimidation or persuasion. These Speech Challenges will be provided as options during certain dialogues.

Special dialogue options include:

  • Persuade: influence someone by reasoning with them. Chances of success depend solely upon your Speech skill.
  • Intimidate: influence someone by threatening them. Chances of success depend upon your Speech skill and your level subtracted by the NPC's level. For example, a 50 difficulty Intimidation check will succeed with a Speech skill of 45 if your character is at least 5 levels higher.
  • Bribe: influence someone by giving them money. Factors influencing chance of success are unknown.

Your Speech skill also affects merchant prices; prices can be further improved using some of the Speech skill perks, barter potions or enchanted equipment.

The base rate for buying/selling is based solely on your Speech skill and any perks or Fortify Barter effects are applied to prices afterwards.

Bribe Formula[edit]


Persuasion Options[edit]

What follows is a list of all persuasion attempts that can be made in Skyrim. Spoilers in this list are intentionally kept very minor. All speech challenges fall into one of five categories: Very Easy, Easy, Average, Hard, and Very Hard. Their skill requirements to pass are 10, 25, 50, 75, and 100, respectively. Possessing the Persuasion perk reduces the requirements on all but Very Easy challenges by 30%, dropping them to 10, 18, 35, 53, and 70, respectively. Wearing the Amulet of Articulation allows you to succeed at any persuasion check in the game regardless of skill.

Impossible to Fail[edit]

  • Persuading Loreius to help Cicero during Delayed Burial.
  • Getting Lod to pay you 25 gold before searching for the dog during A Daedra's Best Friend.

Very Easy (10)[edit]

  • Persuading a shakedown bandit to leave you alone for 50 gold.
  • During The Forsworn Conspiracy, getting Margret to reveal information.
  • Getting a free sample from the attendant at Redwater Den.DG

Easy (25/18)[edit]

Average (50/35)[edit]

Hard (75/53)[edit]

Very Hard (100/70)[edit]

  • Convincing Faralda to let you join the College of Winterhold without taking a test.
This persuasion challenge was cut from the game. These NPCs are instead always hostile to you.

Prices[edit]

Prices are computed by the following:

The Base Price Factor is calculated by your skill level; each skill rank reduces the price factor by .013 by default, and skill levels over 100 have no effect:

  • fBarterMax default is 3.3, fBarterMin default is 2.0 (defines a base vendor-selling-range of 200% to 330% of an item's base value, and a vendor-buying-range of 30% to 50%).
  • the function min(x,y) return the smallest of two or more arguments (here, [skill-level] or [100]).

The modified Price Factor depends on perks and Fortify Barter bonus:

The final price combines the two Price Factors and rounds to the nearest whole number:

HagglingS = 1.10 at Rank 1, 1.15 at Rank 2, 1.20 at Rank 3, 1.25 at Rank 4, 1.30 at Rank 5. AllureS = 1.10

HagglingB = 0.91 at Rank 1, 0.87 at Rank 2, 0.83 at Rank 3, 0.80 at Rank 4, 0.77 at Rank 5. AllureB = 0.91

Buying multipliers are the reciprocal of the respective selling multiplier, but rounded to two decimal places (a percentile). Do not use unrounded (untruncated) values, as it will yield incorrect results. (For example, at rank 2, HagglingB is 0.87. 1/1.15 is actually slightly less than 0.87, so using the full (untruncated) value may get you a lower-than-actual buying multiplier.)
  • At 0 skill and no perks, the final price factor is 3.3 for buying and 0.303 for selling.
  • At 15 skill and no perks, the final price factor is 3.10 for buying and 0.322 for selling.
  • At 100 skill and no perks, the final price factor is 2 for buying and 0.5 for selling.
  • At 100 skill and all haggling perks, the final price factor is 1.54 for buying and 0.65 for selling.
  • At 100 skill and all perks, including Allure, the final price factor is 1.4014 for buying and 0.715 for selling.
  • Trade price cap: (max sell price = value * 1.00), (min buy price = value * 1.05).

Skill levels over 100 have no effect.

Investor[edit]

Investing 500 gold into a business with the Investor perk immediately increases their current gold by 500. Investing is as simple as speaking to a merchant NPC and selecting the 'I want to invest in your business' option. This can only be done at the same time of day as they would normally allow sales.

All merchants who are available for investments are identified in the notes column on the Merchants article.

Skill Increases[edit]

Character Creation[edit]

The following races have an initial skill bonus to Speech:

  • +5 bonus: Breton, Nord

Trainers[edit]

  • Dro'marash with the Khajiit Caravans (Common)
  • Revyn Sadri in Windhelm (Common)
  • RonthilDG in Volkihar Keep (Expert)
  • Ogmund in Markarth (Expert)
  • Giraud Gemane of the Bards College in Solitude (Master)

Skill Books[edit]

Free Skill Boosts[edit]

  • +1 Speech reward (as well as +1 to all other Stealth skills) from Inge Six Fingers (Bards College) for completing the quest Finn's Lute.
  • +1 Speech reward from Malur Seloth (Winterhold) for completing the quest Some Light Theft
  • +1 Speech reward from Ysolda (Whiterun) for completing the quest Rare Gifts
  • +2 Speech reward from Azzadal for jumping off of Bard's Leap Summit. Jump from opposite the Word Wall in Lost Valley Redoubt off the bridge that extends over the waterfall for Azzadal to appear.
  • +5 Speech reward (as well as +5 to all other stealth skills) by selecting 'The Path of Shadow' from the Oghma Infinium after completing the quest Discerning the Transmundane.

Gaining Skill XP[edit]

  • Trading with merchants will increase the Speech skill. The amount of skill progress gained is based on the base value of the item being bought/sold and is not limited by the merchant's available gold. However, if you trade multiple units of an item in one transaction, you will only gain experience equivalent to trading a single unit; for optimal leveling, sell each item one at a time, and sell expensive items.
  • Fortify Speech and Barter allow for more items to be purchased for a given amount of gold, which increases skill gains.
  • Successful Persuade, Intimidate, and Bribe attempts in conversations will also increase the skill.
  • Barter with skill trainers that sell items (trainer-merchants). At higher levels (51 and up) buying 5 training sessions from a trainer-merchant will cost a minimum of 8,200 gold. This will temporarily buff the amount of gold that the trainer-merchant has on hand by the amount of gold used for training sessions. Then you can sell items to the trainer-merchant. At the highest levels you can trade 28,000 worth of items in a single visit if you have saved a level up prior to training (this allows 5 training sessions, a level up, then another immediate 5 sessions). This can require a lot of gold on hand and you should avoid allowing the trainer-merchant to accumulate more than 32,767 gold due to a bug with merchant banks.
  • One method for those who have a very large amount of money is to don your best haggling apparel (e.g. Guild Master's Hood and a Necklace of Haggling), go to the local fence and sell/rebuy your most expensive weapons (e.g. a pair of Legendary Blades of Woe) repeatedly until your skill increases to the desired level.[verification needed — see talk page] As you will lose money (the amount varies based on perks and equipment) with every sell/buy cycle, the merchant will end up with a vast quantity of gold if you continue the exercise for long enough. At this point you can sell all your more expensive items (i.e. those items which will normally cost the merchant most of their gold) as well as any others to the merchant until they are back down to 0 gold, or you have run out of items to sell.
  • One way to train this skill without spending money is to commit a crime with a very low bounty, such as trying to pick a lock one time or stealing an item with a value of less than 10 gold. When your bounty is 5 gold or less, guards may ignore such crimes unless you speak to them. In dialogue, you may get a Persuasion option for the guard to overlook your crime. If you fail the persuasion check with such a low bounty, the guard may ignore the crime anyway. By speaking with and persuading every guard you encounter (except the one who witnessed the crime), your Speech will go from 50 to 100 in 10-15 visits to the town. A bounty of 10 gold may be too high to use this technique. Take note, however: this requires at least 53 Speech (with the Persuade perk) to work; alternately, if you have the gold to spare, you can bribe the guards repeatedly for the same benefit. [verification needed]
  • If you are trying to level Speech as quickly as possible, do not use magic items or potions which fortify Speech, and do not give money to beggars. Anything which boosts your Speech skill directly will make your progress slower. Fortify Barter effects do not have this effect. [verification needed — see talk page]
  • The Fortify Restoration or Fortify Alchemy/Enchanting exploit can be used to acquire items of extremely high value, which when sold will grant immense boosts to the Speech skill.
  • Speech is one of two skills which has a different Console ID than the name, the other being Archery. The actual Console ID for Speech is Speechcraft. For example, the Console code for improving Speech is AdvancePCskill Speechcraft <#>.
  • Another way to improve this skill is to repeatedly persuade Calcelmo during the completion of the Buy Dwarven Artifact quest, by exiting the dialogue after the persuasion and before deciding whether to accept his offer. Note that this requires a certain level of Speech in order to work.

Achievements[edit]

Achievements related to the Speech skill are:

  • Snake Tongue (10 points/Bronze) — Successfully persuade, bribe, and intimidate

Dialogue[edit]

When you reach a high level in this skill, guards will sometimes comment:

  • 'Don't think you can barter with me like I'm one of those damned shopkeepers.'
  • 'Heard about you and your honeyed words.'

Bugs[edit]

  • If you raise a merchant's gold to 32,768 it will freeze. It will continue to allow you to sell your items, but you will not receive any gold.
    • To reset, wait the 48 hours for an inventory refresh. You can also save, attack the merchant, and load; this refreshes their inventory, and is much faster.
  • Some of the merchants may 'forget' that you invested in their shop and lose the option for having extra buying gold. This appears to affect female alchemy merchants much more than male merchants or merchants of general goods stores (e.g. Angeline's Aromatics in Solitude will never remember an investment).
    • This bug is fixed by version 1.1 of the Unofficial Skyrim Patch.
  • Selecting the Fence perk may allow you to sell stolen goods to any merchant, not just those you have invested in as the perk description states.
  • When resetting your Speech skill, you still retain your ability to invest in merchants, without having to have that perk or having a speech skill high enough to be able to get this perk. This is also true for Master Trader—all related merchants will still have 1000 more gold even after you lose the perk.
  • During Stabilized, Sapphire has speech options, but none of them perform the proper checks to see if you could succeed. This makes persuading her always succeed by default, no matter what level of Speech you have.
    • This bug is fixed by version 2.0.4 of the Unofficial Skyrim Patch.
  • Allure only provides a 9% bonus when buying items instead of a 10% bonus as is stated in the description.
    • This bug is fixed by version 3.0.11 of the Unofficial Skyrim Legendary Edition Patch.
Combat
Archery •Block •Heavy Armor •One-handed •Smithing •Two-handed
Magic
Alteration •Conjuration •Destruction •Enchanting •Illusion •Restoration
Stealth
Alchemy •Light Armor •Lockpicking •Pickpocket •Sneak •Speech


Retrieved from 'https://en.uesp.net/w/index.php?title=Skyrim:Speech&oldid=2116300'
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Skill: One-handed
Specialization:
Combat

One-handed governs your effectiveness when using one-handed weapons, including daggers, swords, maces, and war axes. With the addition of dual-wielding, one-handed weapons can be put in both hands in any combination. The higher your skill in One-handed, the more damage is done with one-handed weapons. The One-handed skill tree has a total of 10 perks, requiring a total of 21 perk points to fill. Each skill point grants a +0.5% bonus to the damage dealt with one-handed weapons (+2% for NPCs). This bonus stacks with the ones provided by the Armsman perk and by Smithing-related improvements.

In-game Description: The art of combat using one-handed weapons such as daggers, swords, maces, and war axes. Those trained in this skill deliver deadlier blows.

  • 2Skill Usage
  • 4Skill Increases

Skill Perks[edit]

Armsman
Bladesman
Bone Breaker
Dual Flurry
Dual Savagery
Fighting Stance

Skyrim Perks Guide

Critical Charge
Savage Strike
Paralyzing Strike
Hack and Slash
PerkRankDescriptionIDSkill Req.Perk Req.
Armsman1One-Handed weapons do 20% more damage.000babe4
2One-Handed weapons do 40% more damage.0007934320 One-handed
3One-Handed weapons do 60% more damage.0007934240 One-handed
4One-Handed weapons do 80% more damage.0007934460 One-handed
5One-Handed weapons do twice as much damage.0007934580 One-handed
Bladesman1Attacks with swords have a 10% chance of doing critical damage (+0% crit damage)*.0005f56f30 One-handedArmsman
2Attacks with swords have a 15% chance of doing more critical damage (+25% crit damage)*.000c1e9060 One-handed
3Attacks with swords have a 20% chance of doing even more critical damage (+50% crit damage)*.000c1e9190 One-handed
Bone Breaker1Attacks with maces ignore 25% of armor.0005f59230 One-handedArmsman
2Attacks with maces ignore 50% of armor.000c1e9260 One-handed
3Attacks with maces ignore 75% of armor.000c1e9390 One-handed
Dual Flurry1Dual wielding attacks are 20% faster.0010625630 One-handedArmsman
2Dual wielding attacks are 35% faster.0010625750 One-handed
Dual SavageryDual wielding power attacks do 50% bonus damage.0010625870 One-handedDual Flurry
Fighting StancePower attacks with one-handed weapons cost 25% less stamina.00052d5020 One-handedArmsman
Critical ChargeCan do a one-handed power attack while sprinting that does double critical damage.000cb40650 One-handedFighting Stance
Savage StrikeStanding power attacks do 25% bonus damage with a chance to decapitate your enemies.0003af8150 One-handedFighting Stance
Paralyzing StrikeBackwards power attack has a 25%** chance to paralyze the target.0003afa6100 One-handedCritical Charge or Savage Strike
Hack and Slash1Attacks with war axes cause extra bleeding damage.0003fffa30 One-handedArmsman
2Attacks with war axes cause more bleeding damage.000c367860 One-handed
3Attacks with war axes cause even more bleeding damage.000c367990 One-handed

* The bonus damage is calculated using the base damage of the weapon.
** Paralyzing Strike's effect is affected by Alteration-modifiers, such as the Stability perk. It also has a chance to activate of 26%.

  • This bug is fixed by version 2.0.5 of the Unofficial Skyrim Patch.

Skill Usage[edit]

Approximate weapon characteristics are given in the following table:

Weapon typeRelative damageSpeedReachStagger
Dagger-31.30.70
Sword+0110.75
War Axe+10.910.85
Mace+20.811

'Speed' determines the frequency of attacks, in number of attacks that can be performed per second. 'Reach' determines how far away an opponent can be and still be hit by the weapon. 'Stagger' multiplies your base Staggering chance by this amount.

It should be noted that the overall weapon damage balance is only kept when the weapons are not upgraded or enchanted. As soon as you start smithing or enchanting your weapons, the damage shifts more and more in favor of the faster swinging weapons - especially daggers. For example, a Legendary Iron Dagger has damage per second of 18.2 - 20% higher than a Dragonbone Sword, and as it swings 30% faster it would also apply enchantments 30% faster. However, daggers have no stagger value and shorter reach; as such, swords are usually preferred. This problem is further exacerbated by the fact that heavier weapons consume more stamina for power attacks, and axes/maces are heavier than daggers/swords.

After performing a power attack, the next two regular attacks will be faster than usual. This is a mechanic (bug?) unique to one-handed weapons. This trick can be chained (power attack, two regular attacks, power attack, etc.)

Dual Flurry[edit]

The Dual Flurry perk also works on regular attacks. As long as you hold a weapon in your off-hand your main hand will swing 20%/35% faster, even if you don't use your off-hand at all.

Bladesman[edit]

The Bladesman perk works off of the base damage of the weapon, which is a fraction of your total damage at high levels. For example, using a Legendary Daedric sword with 100 One-handed skill and 5/5 Armsman perk levels, you will deliver 72 damage per hit. However, base damage for a Daedric Sword is only 14; so with 3/3 Bladesman perk levels, you would have a 20% chance to cause an additional 10.5 points of damage, resulting in an average increase of 2.1(~3%) damage per attack.

Bone Breaker[edit]

The Bone Breaker perk has nothing to apply to most of the time. For example, the Dremora Lord - one of the most heavily armored NPCs in Skyrim - has a total Armor Rating of 193, giving it a damage reduction of around 35%. Level 3 Bone Breaker would reduce it to around 18%, or in other words: increase the damage you do from 65% to 82%. It is useful to note however, that the relative damage gained when moving from 65% to 82% effective damage is actually more than the face value of a 17% increase due to that figure being contextual to the base damage of a strike against an unarmored opponent, and not contextual to the actual end damage done by each strike. If a base damage strike of 100 is diminished to 65 by armor rating, and raised to 82 with the presence of Bone Breaker, the contextual damage increase actually exceeds 26%(82/65), and is therefore quite useful against heavily armored opponents, as rare as they may be. Most other enemies, like Bandits or Falmer however, will not even have half of a Dremora Lord's Armor Rating, and many more, like all animals, Dwarven constructs, and Dragons have no Armor Rating at all.

Skyrim Character Builds Guide - Best Character Builds List ...

Hack and Slash[edit]

Hack and Slash causes extra damage over a given period of time based on the material of the battleaxe used. It's stackable and ignores armor. Things that don't bleed, however, such as undead and Dwemer constructs, are immune to the effect.

MaterialPerk Level
123
DPSDur.TotalDPSDur.TotalDPSDur.Total
Iron133144155
Steel, Imperial, Ancient Nord1331.735.12.336.9
Orcish1441.54628*16
Dwarven, Falmer, Nordic**1.244.81.7547248
Elven, Honed Ancient Nord1.5462482.5410
Glass, Honed Falmer2482.54103412
Ebony, Stalhrim**25102.5512.53515
Daedric26122.56153618
Dragonbone

* The duration of level 3 Hack and Slash for Orcish axes is erroneously twice that of first two levels. (details)
** Nordic and Stalhrim axes are not included in the list for this perk

  • This bug is fixed by version 2.0.3 of the Unofficial Dragonborn Patch.

† Level 1 Hack and Slash will not work for Elven or Honed Ancient Nord axes because it requires that the axe be both Elven and Honed Ancient Nord at the same time.

  • This bug is fixed by version 2.0.0 of the Unofficial Skyrim Patch. (details)

‡ Dragonbone axes benefit from this perk with only Dawnguard installed. The Dragonborn add-on makes alterations to the perks that remove the axe from the list.

  • This bug is fixed by version 3.0.0 of the Unofficial Skyrim Legendary Edition Patch. (details)

One-handed Fighting Styles[edit]

See Skyrim:Combat.

Skill Increases[edit]

Character Creation[edit]

The following races have an initial skill bonus to One-handed:

  • +10 bonus: Redguard
  • +5 bonus: Imperial, Khajiit, Nord, Orc

Trainers[edit]

  • Amren of Whiterun (Common)
  • Athis of the Companions in Whiterun (Expert)
  • Chief Burguk in Dushnikh Yal (Master)

Skill Books[edit]

Free Skill Boosts[edit]

  • +1 One-handed (as well as Block) from Amren (Whiterun) for finding his family sword.
  • +1 One-handed (as well as Block) from the Ghost of Old Hroldan (Old Hroldan Inn) for completing the quest The Ghost of Old Hroldan.
  • +1 One-handed (and other combat skills) from Giraud Gemane (Bards College) for completing the quest Rjorn's Drum.
  • +1 One-Handed (and Block, Heavy Armor, and Archery) from Wulf Wild-BloodDB for finding his brother during Filial BondsDB.
  • +5 One-handed (and to all other combat skills) by selecting 'The Path of Might' from the Oghma Infinium after completing the quest Discerning the Transmundane.

Skyrim Clear Perk Id List

Gaining Skill XP[edit]

  • Weapon skill gains are based on damage dealt against valid targets (those whose health can be damaged). You can increase your skill level fastest by choosing a one-handed weapon that causes the most base damage in a given time period.
  • Boosting One-handed damage via skill perks or equipment enchantments does not result in more XP per strike, nor does improving your weapons at a grindstone.
  • You can exploit certain targets for training combat skills, because they are essential, and therefore cannot normally die; because they are expendable; or because they have high health or can regenerate health. They are not normally 'enemies'. They include: Shadowmere, Hadvar or Ralof during Unbound, creatures you have conjured, Paarthurnax (before starting his quest), and M'aiq the Liar.
    • Note that the target in question must actually sustain damage for it to count. For this reason, practicing on invincible targets such as Children and Brynjolf will not level your skill.
  • If you have the Dawnguard Add-on installed, wielding a Dragonbone dagger in the left hand and a Dragonbone Mace in the right hand and performing a dual-wield, simultaneous, non-power attack (tapping both attack buttons simultaneously) with them will net the most experience for a given enemy. Be sure to equip the dagger in your left hand, as the off-hand weapon dictates the striking speed of this attack. Combining this with the Dual Flurry perks will further enhance the XP per second, while adding the increased attack speed of the Elemental Fury shout will garner the highest XP per second possible.
  • One-handed power attacks will not increase the XP per blow since XP is earned based on weapon damage, not the extra damage done from the power attack.

Notes[edit]

  • Blade and Blunt skills from Oblivion no longer exist. Melee skill has instead been divided between One-handed and Two-handed.
  • If your only weapon is in the left hand (off-hand), finishing move animations will not appear.
  • You can combine Critical Charge with the Silent Roll perk for a more powerful sneak attack.
  • Dual Flurry can benefit from Necromage; x1.35 is incremented by 25% (multiplied by 1.25) to 1.6875. You must be a vampire and have Necromage before taking Dual Flurry to benefit. The enhanced speed bonus will remain even after being cured.

Bugs[edit]

  • Equipping a dagger in your main-hand and another one-handed weapon in your off-hand, then changing what you are wearing in your armor/clothing slot will cause both of the equipped weapons to appear on your hip, when normally just the main-hand weapon appears. Unequipping the off-hand weapon will not remove it from your hip, but subsequently changing clothes or armor will.

References[edit]

Combat
Archery •Block •Heavy Armor •One-handedSmithing •Two-handed
Magic
Alteration •Conjuration •Destruction •Enchanting •Illusion •Restoration
Stealth
Alchemy •Light Armor •Lockpicking •Pickpocket •Sneak •Speech


Skyrim Archery Perk Codes Code

Retrieved from 'https://en.uesp.net/w/index.php?title=Skyrim:One-handed&oldid=2237374'




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