Skyrim talk:Skills

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search
Archive 1: Oct 2011 - Feb 2012

Add/remove perks[edit]

Hi, Does anyone know a way to remove or add perks through the console ? Thanks — Unsigned comment by (talk) at 15:45 on 2 March 2012

It's player.addperk ID and player.removeperk ID. The ID for a perk can be found on the page for the individual skill. --Alfwyn 16:10, 2 March 2012 (UTC)
you cannot on console — Unsigned comment by (talk) on 20 April 2012
I think it was a misunderstanding - original poster probably meant "developer/debug interface available on PC when pressing ~ key" and third comment used "console" in the meaning of "x-box-like device" Sergio Morozov (talk) 15:03, 27 December 2012 (GMT)

Skill Advancement[edit]

The skill advancement mechanism differs between skills. For example, by selling higher value items to merchants, the player gains experience in their Speech skill. For Smithing, however, only the number of forged items matter, not the quality or the amount of resources it took to forge that item. For more details, see each skill's article."

I believe patch 1.5 makes Smithing experience dependant on the value (or similar parameter) of the item made. — Unsigned comment by (talk) at 03:09 on 3 April 2012

Having recently gone through making smithing to 100 on my latest character under the 1.7 and 1.8 patches, I can confirm this is true. While I used to be able to just make iron daggers (still could) it was taking way too long to level up than I had remembered. I then proceeded to create higher valued items, such as the chest pieces, and the value of those and the resulting bar movement was greater. I tried with other items I could make and the exp scaled accordingly. ᴷᴬᴸᴯᴵᴻᵀᴵ□ᴻ 22:41, 12 February 2013 (GMT)


I know that the amount of exp. gained for skills like one-handed depends on the amount of damage dealt, so would a disease like rockjoint affect the exp gained? — Unsigned comment by (talk) at 03:32 on 6 April 2012

The answer to this question is yes, it does. It was also asked by the same user on the Disease Talk page. ᴷᴬᴸᴯᴵᴻᵀᴵ□ᴻ 22:39, 12 February 2013 (GMT)

Guards reactions[edit]

I think adding the Guards dialogue about your skills to the top of each skill page would be a nice touch, and not totally unnecessary, or clutter the page. The Silencer has spoken 22:27, 10 April 2012 (UTC)

I think I've seen that happen to a couple other pages, though I can't remember which. I'm neutral on that: It would be a nice addition, but being a wiki, we don't really need little things like that. We have an entire page dedicated to that dialogue, anyway. A note linking to that page on this Skills page would be nice, though. Vely►Talk►Email 22:54, 10 April 2012 (UTC)


Isnt unarmed a skill? i cant find a page for it — Unsigned comment by (talk) at 20:42 on 12 May 2012

No it is not a skill. If you want to increase it you can play as a khajiit or get a certain perk for heavy armour. RIM 20:52, 12 May 2012 (UTC)
Actually, it is not a skill and it is a skill. In the most common sense, it is not a skill. In many ways, it works like "regular" skills. The combat page has recently been updated to provide more information about this. The skills page will soon contain more information about how some skills are, in several ways, conceptualized differently than "regular skills". --JR (talk) 12:11, 13 January 2013 (GMT)

NPC base skill level[edit]

What is the base NPC skill level for skills that their class does not level? The one handed warrior class does not level sneak at all (the skill is not flagged). Does that mean the NPC has 0 sneak or 15 sneak + racial bonus? --Skyhirider 17:04, 19 August 2012 (UTC)

Determining how skills are advanced[edit]

Is there a way to determine how skills are advanced and by how much per wach action (similar to this page), or has not enough information been gathered to determine this (or, is there any console command similar to Oblivion's tdt and sdt 10?) Schiffy (talk) 00:35, 15 October 2012 (GMT)

Since Skyrim's leveling system is quite different from Oblivion's, the layout of the related pages is different as well. You may want to check out this page which may include some of what you're looking for. — ABCface 02:20, 15 October 2012 (GMT)
While that page helps, it still leaves part of my question unanswered. Is there any way to view your progress towards increasing a skill in the form of a number, such as an equivalent to the console command sdt 10? Schiffy (talk) 16:31, 22 October 2012 (GMT)

A list of all perks in one table[edit]

I "think" UESPwiki would benefit from having a list of all Skyrim perks in one table, maybe in "skills" article, which would include skill-, vampire-, werewolf-related perks, but also, and more importantly, those "hidden" perks, such as from Esbern's potion, Agent of Mara etc. And maybe NPC-specific perks too. With console codes included. Sergio Morozov (talk) 14:53, 26 December 2012 (GMT)

I agree, because some perks can be logically grouped under more than one category. For example, perks enhancing bash damage are related to "blocking," but they give offensive boosts, while we generally think of blocking as defensive. Similarly, "Fists of Steel" is a Heavy Armor perk, but its benefit is dealing more damage with (gloved) fists. In other words, I think a comprehensive table listing all skills can make it easier if I am looking for a perk to enhance my brawls/unarmed combat, because I may not think to check under the Heavy Armor skill page for such a perk. --JR (talk) 05:06, 28 December 2012 (GMT)
Now there remains a small and trivial matter of someone actually doing it ^_^ Sergio Morozov (talk) 09:06, 31 December 2012 (GMT)
Sergio, I am better at providing recommendations than at performing work. I have a feeling you'd do a great job. --JR (talk) 09:27, 31 December 2012 (GMT)
I have found out that the only perk unlisted in skills' pages is from Esbern's potion, so, if I make the table I wanted, it will be <<redundant>> =[ Case closed, I suppose. Sergio Morozov (talk) 13:27, 2 January 2013 (GMT)
Meeeh, and even Esbern's potion gives an ability, not a perk. Sergio Morozov (talk) 13:34, 2 January 2013 (GMT)
You mean they are all there, on each separate skill's page? I sort-of think your original idea of a complete list of perks might be a good idea. But actually, I don't get what you meant by "hidden" perks. Are you now saying that none are hidden because they all appear on one of the skill pages? Maybe I'll take a crack at it one of these days. Anyone else think such might be useful or not? Maybe some sortable columns (containing I'm-not-yet-sure-what) would be useful. --JR (talk) 03:30, 3 January 2013 (GMT)
Yea, I thought that there are skill-, werewolf-, vampire-related perks, which are shown to the player, and there are <<hidden>> perks, not related to skills, which player may acquire through quests.
And indeed, there are such "hidden perks", corresponding to Agent of Mara, Dragon Infusion etc. But, turns out, for each such "hidden perk" there is also a similarly named "ability", and looks like "ability" is what matters: adding "ability" applies effects to the Player Character, adding "hidden perk" - does not (did not test myself though). At least that is what I figured out after reading various related talk pages. So, until there is reliable information on how "abilities" and "perks" interact, making a good summary of "hidden" perks is complicated.Sergio Morozov (talk) 10:57, 3 January 2013 (GMT)

() Alfwyn: I understand that the CK identifies some perks that are "hidden perks". Do you know anything about them? Do you have an opinion on whether they should be listed somewhere as being perks, maybe with information describing how they differ and don't differ from "regular perks"? --JR (talk) 02:59, 6 January 2013 (GMT)

Archery a Stealth Skill?[edit]

Is archery properly designated a stealth skill instead of a combat skill? The Thief Stone grants a bonus to "stealth skill" level increases, including archery, while the Warrior Stone does the same for "combat skills" but does not include archery (see Skyrim:Standing_Stones). --JR (talk) 05:18, 28 December 2012 (GMT)

Hmm... I believe Archery is not a stealth skill; it is a bug with the stones. Archery is a combat skill as explained by Skyrim:Combat, and is categorised as a combat skill in the table in Skyrim:Skills and Template:Skills in Skyrim. Also, quests such as Rjorn's Drum rewards a 1-point boost to combat skills (including Archery), and the Oghma Infinium (depending on path chosen) gives a 5-point boost to combat skills (including Archery). The Standing Stones thing is just a bug which is fixed by USKP v1.2. ~ Psylocke 06:55, 28 December 2012 (GMT)
OK thanks. It was only the stone that had me wondering. --JR (talk) 01:09, 29 December 2012 (GMT)
There's also a more in-depth discussion about it here and if you don't feel like reading all that, Alfwyn made a nifty table here which categorizes the skills simply according to how they're used in different situations. It seems like Archery and Alchemy are the only "weird" ones. — ABCface 15:49, 29 December 2012 (GMT)
Well, in the end, I'm glad I asked. Alfwyn's table is informative and ... yeah: "nifty" is the perfect word. Thanks. --JR (talk) 17:36, 29 December 2012 (GMT)

Archery-bound bow[edit]

Does bound bow get affected by the archery perks? — Unsigned comment by (talk) at 04:51 on 8 January 2013

Yes. At least most of them. If there's an exception, I'm not aware of it. I tested it with the Eagle Eye perk. The information in the somewhat disorganized notes section on the Conjuration article also implies that perks apply to bound weapons. --JR (talk) 15:56, 8 January 2013 (GMT)

Enchanting "cheat" - better explanation please[edit]

Hi - I saw the banner about updating this page and wanted to request that the discussion on enhancing Enchantment by using Restoration potion be better explained. I don't recall at this time what page I saw it on, but it was confusing to me. As I recall, the discussion assumed the reader knew about the glitch, and gave the order of steps. But I was not aware of the glitch until I read that and have not been able to exploit it. As far I as can tell there is no potion called "restoration potion" and I've tried drinking various "restore health/stamina" potions I've made but didn't have an impact. Maeve4444 (talk) 21:18, 8 January 2013 (GMT)

Found the location: it is on Enchanting page under "Notes on optimizing enchanting:" I think I may understand it a bit more, however, I am still confused and don't understand the limit noted in step #4. Maybe I just need to work through it with a character. Maeve4444 (talk) 21:53, 8 January 2013 (GMT)
Hi. You will find it confusing because it is confused. There used to be something meaningful there. There is still something there, but it's not really coherent. I've tried simplifying it for now, but it is a simplification of the inadequate, which is probably not that useful. If you have a particular question, look on that page's talk page. You'll find a Library of Congress of discussion and changes.
And feel free to ask it here. What do you want to know or do? I know just enough about it to be dangerous. --JR (talk) 14:42, 9 January 2013 (GMT)
LOL Yes, I'd like to be dangerous :) Seriously, I would like to take advantage of the glitch or exploit as I find enchanting helps alot. Of the top of my head, here are my questions: Which skills are used? What are the steps? What is the "limit" noted in step #4? BTW, I haven't looked yet at your simplifications as yet; also, I could help with figuring it out, if you'd like. Maeve4444 (talk) 01:53, 10 January 2013 (GMT)
JR - Just looked at your edits and they help - especially step #4. It makes sense to repeat as long as you can make fortify restoration potion. Also, it's a good point/warning that doing this may make the game boring. It takes so long to build my enchanting up that I hoped the exploit would help early in game until character becomes stronger. Let me know if you want help with cleaning it up. Maeve4444 (talk) 02:08, 10 January 2013 (GMT)
First, as a bread crumb to anyone reading this later, the instant discussion refers to an exploit (guide) to optimize enchanting currently on the Enchanting page. If you look on the talk page, at the longer set of instructions, I think it describes how to boost your alchemy skill by a process that involves enchanting items with the Fortify Alchemy skill, also using the "Fortify Restoration Skill exploit". It involves un-equipping and re-equipping your enchanted items while or before making potions.
At some point, I thought that this may have been removed because it doesn't work anymore, but my guess is that it still works. I'd love not to have "help" because I'd rather it not be "my" project, but I'm willing to work on it, since it will need to be address on this skills page, which I'm revamping. Please contribute any input you have! And asking any remaining questions after you experiment, is ultimately a way to contribute as well. Document what you do. Test things, experiment. Write it all up. If you aren't sure about the style or where to put or organize things, I'll try to help drive decisions getting made on those topics. I think the "repeat until ..." is a little more complicated. Its original meaning was "repeat until you have gained the maximum benefit possible" (or perhaps "gained the level of benefit you seek"). I like it. I used the procedure to amp up a few enchantments, and it worked out pretty well because I didn't do it too much. Enough to make a difference. --JR (talk) 05:48, 10 January 2013 (GMT)
JR - thought about replying on your talk page but did so here for the trail. I'll definitely document as I experiment. It may be a few weeks before I can play with it. Where should I ask any questions - assuming Enchanting talk page ? Maeve4444 (talk) 04:06, 11 January 2013 (GMT)
You can ask questions anywhere. Since most of the history is on that page, sure. On the other hand, it really is a broader issue, and so will probably ultimately be dealt with on the skills page. My talk page is always fine, especially if I don't reply within 24-48 hours. Happy experimenting! --JR (talk) 04:33, 11 January 2013 (GMT)

Trivial Information[edit]

Seeing this page is about the Skyrim Skills page specifically, I do not see a reason why to have notes about the morrowind and older games skills coming back as something new, or coming back at all. This is trivia based information, and could be placed under a Trivia section, rather than notes. Notes to me makes the content seem more important than that. A worthwhile note being that the oblivion skills were removed/replaced/combined/etc as already mentioned. Just a thought. ᴷᴬᴸᴯᴵᴻᵀᴵ□ᴻ 22:55, 12 February 2013 (GMT)

Maybe, Kalbintion. Thanks. I guess it was written when Skyrim was new and many readers would have benefited from the info. Let's see if anyone else has a comment on this. There is a page that documents differences between the games. I'm revamping the page, but I have not developed a full plan yet. --JR (talk) 02:24, 13 February 2013 (GMT)
Apparently, there is no single location that lists differences between how the games operate. This will affect an unknown number of pages, however, now that I think about it. I've seen "Unlike in OTHER GAME/S" on all sorts of pages. I think I mentioned leveling to you (on your talk page, or somewhere). But maybe there's stuff on the magic page about how spells are different, etc., etc., and blah, and blah. So, some people may have an opinion about how much of that stuff belongs where. I think it's ok to make some changes as you suggest above, and see if anyone comments; see if anyone chirps up here; or even mention the idea on the Community Portal. I'd probably start making the changes. --JR (talk) 10:14, 15 February 2013 (GMT)
I found this information helpful, having played Morrowind and Oblivion. I don't consider it trivia. 01:58, 23 March 2013 (GMT)
There is a very nice tree showing the skill changes between the last 3 ES games here. This makes the related info on this page redundant. I think it should be removed, and a link added pointing to the Differences page. --Xyzzy Talk 04:02, 23 March 2013 (GMT)

Question about perks on Legendary Skills[edit]

I had a question about how the perks work with the new Legendary Skills added by patch 1.9 . Do you loose all your perks for the skill when you reset the skill, or is it an option to reset them, ala Dragonborn? If you do loose/reset them, can you reassign them right away regardless of the new skill level, or do you have to wait till you level up the skill again to reassign them? Also, do you still have to follow the perk tree? IOW, can you just pick any perk you want, regardless of where it is in the perk tree, or do you still have to pick the lower perks on the tree first? I'm on the XBox and trying to figure out how I'm going to use this feature with my lvl60 character when the patch becomes available. Thanks. ~FiveCentFather (Ken N.) (talk) 00:03, 18 March 2013 (GMT)

Someone else is going to have to give a definite answer, because I only played with it for about 2 minutes last night. I took a mage type with 100 destruction and made the skill legendary. The skill reduced to 16 rather than 15, and all perks in the tree were refunded. However, while the magicka cost on spells went up, they did not seem to go up as much as one would expect going from 100 skill back to 16. I think it might have kept the skill of 100 for base cost calculation while only losing the perk benefit. However, I can definitely confirm that it's a hard reset of all perks in the tree you make legendary. Quillan (talk) 17:33, 19 March 2013 (GMT)
You lose the perks, but get back all the points you spent on them (including all the points for perks that can be invested in multiple times, such as Agile Defender). You cannot use the points on perks that are above your new skill level, but you can save them while gaining more points. Also, I can't seem to find anything on this site as to how this ability added by Dragonborn works. Can anyone enlighten me? The Third SheogorathTalk to the Cheese 22:17, 28 March 2013 (GMT)
Once you make a skill Legendary, it resets to 15 and you regain the perk points you spent on that skill. Also, you loose all the perks you gained before making the skill Legendary. To make a skill Legendary, all you have to do is be on the skill, press the space bar(PC), and verify you want to Legendary a skill.Tng88 (talk) 06:04, 13 April 2013 (GMT)
I've looked a little more into the Legendary Skills. Resetting your skills to 15 doesn't do anything for you except allow you to gain all the perks.Tng88 (talk) 21:05, 4 May 2013 (GMT)
It also allows you to get more experience and level up past level 81, which, I believe, is the real reason for the legendary skills. Not to make those skills more powerful than they would be otherwise, but allow you to continue gaining experience beyond the original cap. Jeancey (talk) 21:09, 4 May 2013 (GMT)
And although at first glance it appears a backward step (losing all your skill perks, if any, for that tree) it allows you to increase Magika, Health, and Stamina as well as taking back perks you may find you are not using or have little use for and wish to reallocate. Philbert (talk) 20:16, 25 May 2013 (GMT)
Note that it's pretty simple to get certain skills back up to 100 REALLY quickly. As in, one (or two) transactions - which is convenient when you're trying to use trainers to get those seldom used skills increased. For example, I had my speech at 100. Since I also had alchemy and enchanting at 100, I made a bunch of potions that sell for more than 1 million gold each. Take a few of those to the College of Mages, find someone you haven't trained up with (Faralda, for example, if you're trying to get destruction increased). Train up your 5 levels with Faralda. Sell something to Faralda to get your gold back. Reset your speech from 100 to 15. Go sell a high value potion to Enthir, speech is instantly back at 100 and you've gone up 2 - 3 levels. Click the first 3 speech perks so you can sell anything to anyone. Go train up 5 more levels with someone. Rinse, repeat. Do that 3 or 4 times, you're suddenly 10 - 12 levels higher (with correspondingly more hit/magic/stamina points) and your trainer now has your skill level up to 90, so you can get those last 10 points yourself. Agmen (talk) 16:45, 20 August 2013 (GMT)

A little legendary testing[edit]

I did a bit of testing this morning on making skills legendary, thought I'd post my results. For all skills, all the perks in the tree are removed and refunded, with the skill being reset to level 15. It does seem to keep your previous progress to the next level. It also seems to remove any skill prerequisite to the first perk in the tree; I made Smithing legendary and was immediately able to repurchase the Steel Smithing perk even with a skill of 15, though the same requirements for all later perks were still there. Here are a few specific ones:

Destruction - Prior to making the skill legendary, this character did 183 points of damage for 12 mana with Incinerate (I use a mod that scales spell damage with skill). After dropping to 15 with the legendary status, Incinerate now did 69 damage for 36 mana.

Smithing - Losing the perks meant losing the ability to make any of the higher weapon/armor types.

One Handed - Damage on a highly improved Dragonbone War Axe dropped from 407 damage to 175.

So, making a skill legendary will make life a bit harder as you work it back up. 14:35, 24 March 2013 (GMT)

very interesting, have you tried to compare the level 15 cost/damage at legendary with that of a new character with the level 15 skills? would be interesting to see how they compare or if they are the same--Lord.Baal (talk) 05:39, 25 March 2013 (GMT)
I'm Actually about to start a series on this. Initial Testing has already proved some, albeit very slight, increases. My Initial test to verify this worked was with Alchemy. Using the Fortify Resto loop, I made an absurd Fortify Enchant potion and made a new Fortify Alchemy Ring. With T3 Alchemy 100% No Perks, I made a Fortify Resto Potion that increased by 20%, Alchemist 5/5 made it 40%, and Benefactor made it 50%, T4 100% gave me 21% increase, 42% with 5/5 and 53% with Benefactor. I continued to T5 (My stopping point until all other skills are maxed out) but didn't see another increase. This is of course done using the ring and making any particular potion to insta cap Alchemy out after a fresh Legendary reset. I don't know how this scales into the higher Tiers, or how it compares to previous tiers, which is why I plan on doing a more in-depth analysis of Alchemy to start. I just dread doing this with skills that arent easy to max out quickly. (IE: 1-Hand, 2-Hand, Light/Heavy Armor, Destruction, ETC.) — Unsigned comment by (talk) at 19:20 on 24 May 2013

Perk point rollover - moved from article[edit]

For example, if a player at level 258 were to reset all skills to 15, the player would have one perk to spend instead of 257. Allocated perks do not count towards this limit, allowing a player to reach level 497 without 'flipping' unspent perks by resetting either Smithing or Light Armor repeatedly. This would require 615 skill resets, at which point the player could reset Light Armor or Smithing twice more, spend at least one perk in that tree, and level it to 100 one final time without resetting it to reach level 498.

I'm moving this paragraph from the article because although it does contain information of use to players, it seems unnecessarily specific and lengthly. Are Smithing and Light Armor the only skills that this works with?. --Xyzzy Talk 16:38, 18 April 2013 (GMT)

I had also removed it from the article, but the original IP had put it back. I just don't think that it is useful enough to have in the article. It seems to me that only a small handful of people would ever find this useful. That's my opinion anyway. Jeancey (talk) 17:38, 18 April 2013 (GMT)
I can't imagine it just being Smithing and Light Armor, I am going to assume the contributor that first entered that bit of information simply found those the easiest to do it with. Smithing because there is no way to accidentally level it and Light Armor because, as I am assuming, the contributor prefers using Heavy Armor and consequently does not suffer from Light Armor going up and down over and over again as a result of the resets. Regardless, whether or not it belongs in the article... well, I would say it does have its place in the notes. I can easily imagine people simply wanting to know what the current absolute maximum level is and having this listed in the article itself would go a long way to provide this information to people. Although it may simply not be at its best place in this particular article. Instead it may be more relevant to this article. -Kharay (talk) 18:26, 18 April 2013 (GMT)
I think it should be on the wiki, though I'm indifferent as to where it goes. Vely►t►e 19:21, 18 April 2013 (GMT)

Re: 256 unspent perks -> zero: I have personally verified this via console using a batch file to level up each skill to 100 "manually" (incpcs BLAH 85 times each), then manually making each skill legendary. I repeated this so that each skill was Legendary:8 and at 100, then reset and raised skills individually until the character reached level 257 with no perks spent. At 256 I had 255 perks to spend, and at 257 I had zero perks to spend. Furthermore, I repeated the process from scratch, this time keeping some perks spent as I approached 257. In this case, the perks did not go back to zero; only if the total unspent perks exceeded 255 did they go to zero, and this was not reversible through gaining additional levels. 01:06, 19 April 2013 (GMT)

The reseting of the skillpoints at 256 is simply the result of the programming... i checked the memory of my game while setting the skillpoints and found out, that they are saved in a 1byte integer field, which means, they only go to 255. After that, the integer field has an overflow and resets to 0! 15:09, 5 May 2013 (GMT)

In regards to using Light Armor or Smithing, these skills have the fewest perks. This allows for the greatest number of spent perks with at least one skill reset, i.e. 241, which when combined with the maximum number of unspent perks (255) gives the total of 496, or level 497. Then spend at least one perk and level Light Armor or Smithing three more times (since this is the only skill that can be reset without causing perk point loss), and you reach 498. If the player resets any perk at this point, total unspent perks equal or exceed 256, resulting in lost perk points. 01:13, 19 April 2013 (GMT)

Legendary Skill Editing?[edit]

Is it possible to use the console to edit "legendary" status of any skill? For example, if my Sneak skill is "legendary rank" 2 would I be able to use the console to edit that number to a 9? Melebor (talk) 01:38, 3 May 2013 (GMT)

I have not seen any benefit to increasing ranks of "Legendariness". Legendary 2 seems to function the same as Legendary 99, and so on. The only gain I have seen for making a skill legendary again and again is that it permits you to continue raising your character level so that you continue to gain perks and stat increases. --Minotaur (talk) 02:28, 2 November 2013 (GMT)

Legendary skills and Skill Books[edit]

I frequently find skill books for skills already at 100, so I don't get the bonus for "reading" them when I pick them up (you have to read them to "take" them unless they are in a container). Are the books marked as used even if you don't get any benefit? Or if I make the skills "Legendary" and then re-read a book for that skill, will I gain a skill level for it? My theory is that the benefit was already marked 'used' and thus wasted, but I play on the XBox360 as opposed to a PC so I can't analyze the files directly to be sure. (I'm asking this in the Legendary Skills section rather than the skill book section because this is moot prior to the 1.9 patch that allows skills to be reset.) --Minotaur (talk) 03:13, 2 November 2013 (GMT)

I'm fairly sure that reading them when the associated skill is at 100 does indeed prevent you from benefitting from them after you make the skill legendary. As a work around, you could have a follower pick the book up and then take it from him/her for later use after you reset the skill. --Xyzzy Talk 04:38, 10 November 2013 (GMT)

Legendary skills and enchanted gear[edit]

Now that I've Legendarized some skills, it seems like enchanted gear has no more effect on the legendary skills. I'm judging by the numbers and colors in the (PS3) D-pad-up ""Skills" display area. For instance, my Archery is Legendary (1 time) and skill-level 63. But donning a "Bows do 40% more damage" ring doesn't change the indicated number. But my one-hand is a non-Legendary 89, and a "Increase one-hand" ring raises the number and makes it green.

Is this a general observation? Is it maybe raising the effect anyway? (Is there some way to see how much damage a stroke actually does?) Parkinglot Dragon (talk) 03:24, 26 August 2014 (GMT)

Does This Sentence Make Sense? If so, what does it mean?[edit]

"The Official Skyrim Patch version 1.9 allows you to make a skill in which you have attained level 100 Legendary, which will reset the skill to level 15 and refund all perk points allocated to that skill, making them available for reallocation wherever you see fit." It's a sub-point under the Perks section for the Skills page -- 07:37, 19 October 2014 (GMT)

The wording is a bit clunky, but it makes sense grammatically. Maybe the official patch note will clarify it for you: "Skills of 100 can be made Legendary. This will reset the skill to 15, reset all associated perks and refund their perk points, and allow the skill to affect leveling again. This effectively removes the overall level cap."Legoless (talk) 08:34, 19 October 2014 (GMT)

Perks and Fortify Restoration Potions.[edit]

I read that the fortify restoration glitch works with the restoration skill's recovery perk and I was wondering if other perks can be affected by the glitch or is it just that one? If there are others could you list them all?

I think the only other example of that kind of exploit is Muffled Movement + Fortify Illusion potion (see last bug entry). — Lid-Mop (talk) 20:39, 19 June 2015 (UTC)

Add Perk Points Without Skill Advancement[edit]

Does anyone know how to do this through the console?--Yusai Moren173.244.44.31 22:33, 19 May 2017 (UTC)

I think the command you're looking for is player.addperk x, where x is the perk ID found on the relevant skill page (e.g., Atronach would be player.addperk 581F7...leading zeroes are optional). There's also removeperk. Oh and you can get your name to show up in your signature by creating an account. Robin Hood  (talk) 03:13, 20 May 2017 (UTC)