Skyrim talk:Generic Magic Weapons

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Keening[edit]

Why is Keening here? Given it doesn't have a unique enchantment per se, but it does have a combination of the 3 absorbs that appears to be unique. Also, IT'S KEENING, FOR PETE'S SAKE. Should it be under artifacts?


Quest Items[edit]

It appears that this page may include some quest items.

For instance Red Eagle's Bane and Red Eagle's Fury are items from "The Legend of Red Eagle" Stagerj 17:40, 16 November 2011 (UTC)

Grimsever is also a quest item. 24.156.216.144 20:51, 19 November 2011 (UTC)
Yes, the page contains many quest items and unique items. It is just a data dump from the game data files of every enchanted weapon in the game, and bots/scripts can not figure out which items are special and which ones are generic. Feel free to start moving special items to more appropriate pages. --NepheleTalk 18:13, 20 November 2011 (UTC)

Also, Red Eagle's Fury is glitched on xbox 360 where after the quest you are unable to remove it from your inventory. It continues to show up as a quest item even after completing the quest. MeBetter87 00:01, 26 November 2011 (UTC)

Reorganization[edit]

Could we reorganize this page perhaps? im tired of having to search up and down that list to find frost weaponry...

This page should honestly be scrapped and replaced with a generic magic suffix list. I see no need to have every possible random magic item listed, when most are just repeats of various suffixes. 24.156.216.144 20:55, 19 November 2011 (UTC)
Please feel free to reorganize the page, for example into a layout more similar to OB:Generic Magic Weapons. This was never intended to be the final page layout. Rather it was just generated as quickly as possible in order to make the data available. Everyone is free to edit the article and improve it as they see fit. --NepheleTalk 18:13, 20 November 2011 (UTC)
I think it would also be useful if there were locations listed for the unique items. --Cdevine 16:51, 22 November 2011 (UTC)
I agree. Suggest this links to other paged (alphabetical?) with only named blades such as Aegisbane or Ghostblade on this page. I cannot create new pages and am rather new to the editing process much less creating new pages with links or I'd take it on. --Philbert 15:25, 24 November 2011 (UTC)
Pages exist at SR:Unique Items and SR:Quest Items. One entry has been added to each page. All that needs to be done is cut-and-paste from Generic Magic Weapons onto the other pages. --NepheleTalk 17:42, 25 November 2011 (UTC)

Quest Items[edit]

Well, I literally cannot edit this page since it's so big (whenever I click submit it loads for a while then throws me to a blank page and my changes are not saved). I have moved Keening and Red Eagle's Fury (Red Eagle's Bane is a quest reward, not technically a quest item) to the quest item page, so if someone who can edit this could remove them from this list, I'd appreciate it. -- Hargrimm | Θ 02:31, 26 November 2011 (UTC)

Now that I found the right place to put quest rewards, Bolar's Oathblade, Eduj, Okin, Froki's Bow, Ghostblade, Red Eagle's Bane, and Poacher's Axe can all be removed also. -- Hargrimm | Θ 03:17, 27 November 2011 (UTC)
Thanks, I had the same problem with the blank page. -- Philbert 27 November 2011 (CST)

Thane Blades[edit]

I'm curious, is there any way to artificially recieve the blades you're rewarded upon becoming thane? I've been hit by the bug that keeps me from getting the Blade of the Rift and it would be nice to have to complete set without restarting my game. Tahaneira 04:50, 19 December 2011 (UTC)

if your on PC you can use Console Commands but i dont think theres a way on the other consoles. (Eddie The Head 04:55, 19 December 2011 (UTC))
Right, but what would that code be? Tahaneira 20:31, 19 December 2011 (UTC)

Value of Enchanted Weapons[edit]

I just erased the values of nearly all the weapons on the page because they were wrong. And I still can't work out what the exact formula is that's used to calculate enchantment values, so I can't automatically fill in the correct values.

For the sake of anyone else who wants to pick this up, what I've been able to figure out so far is that

 [Total Value] = [Base Item Value] + 0.12*[Charge] + [Enchantment Value]

So, for example, for the Dwarven Warhammer of Absorption the Base Item Value is 325 (i.e., the value of an unenchanted Dwarven Warhammer -- this also happens to be the value listed in the game data for the enchanted weapon) + 0.12*1000 + 149.

The [Enchantment Value] (149 for the "of Absorption" enchantment) is the part that I can't decode. Some values are:

Enchantment Value Effect Effect Base Cost Magnitude Duration
of Absorption 149 Absorb Health 40 5 1
of Consuming 320 Absorb Health 40 10 1
of Devouring 499 Absorb Health 40 15 1
of Leeching 685 Absorb Health 40 20 1
of the Vampire 876 Absorb Health 40 25 1
of Siphoning 168 Drain Magicka 21 10 1
of Harrowing 262 Drain Magicka 21 15 1
of Winnowing 360 Drain Magicka 21 20 1
of Evoking 460 Drain Magicka 21 25 1
of the Sorcerer 562 Drain Magicka 21 30 1
of Embers 42 Fire Damage 0.9 5 0
of Burning 90 Fire Damage 0.9 10 0
of Scorching 141 Fire Damage 0.9 15 0
of Fire 194 Fire Damage 0.9 20 0
of the Blaze 248 Fire Damage 0.9 25 0
of the Inferno 303 Fire Damage 0.9 30 0

I can't come up with an equation that ties all these numbers together. I've looked at some other values in the game data, and they also don't help make sense of the numbers. If anyone can come up with an equation, then the rest of the values on the page can be filled in. Or else someone can go through and manually enter all of the values based on what's seen in-game. --NepheleTalk 03:02, 22 January 2012 (UTC)

Once again, the secret is the 1.1 exponent that keeps popping up in enchantments. The formula that seems to work for every case I've tested so far is:
Gold_value = MGEF_BaseCost*8 * pow(magnitude, 1.1) * pow(duration/10, 1.1)
If either magnitude or duration is zero, the corresponding term is set to 1. For "per second" enchantments, the duration term is also set to 1 (the only example of this that I've come across so far is the Staff of Magnus). The area of effect of the enchantment (in the case of staves) appears to not be a factor.
I don't know why the factor of 8 appears in the equation. For a moment I thought perhaps it could be pow(magnitude/10, 1.1) (since 0.1^1.1 is very close to 0.08), but the numbers are just a bit off if I use that equation -- not to mention, it really fails for enchantments such as soul trap that have no magnitude. For those keeping score at home, it's also worth noting that the gold_value is truncated (e.g., 303.5 becomes 303), unlike apparel where the gold_value is rounded (e.g., 303.5 becomes 304).
With that equation I'm able to match nearly all the weapon values I've looked at. "Nearly all" because there are a couple of odd artifacts (Keening, Skull of Corruption) say that they use manually-calculated enchantment values, but don't match up. However, since they're manually-calculated, the problem isn't with this equation. --NepheleTalk 01:57, 24 January 2012 (UTC)
There's staffs for Flames (and probably Frostbite and Sparks), which should also be "per second" if you want to try and confirm with those. And, umm, maybe one of those ?Dragon Priest lighting wall staffs? is too? Aliana 02:28, 24 January 2012 (UTC)
Yep, the equation works for all the staves I checked, including Staff of Flames and Hevnoraak's Staff. --NepheleTalk 04:23, 24 January 2012 (UTC)

Generic Shock Damage Weapons[edit]

Does anyone know where the charge/cost numbers came from for weapons enchanted with shock damage as the cost seems unusually low compared to generic weapons with fire or frost damage. The table implies shock damage weapons can have about 10 times more uses per grand soul than equivalent frost and fire weapons, but after testing a glass bow of lightning against a glass bow of the blaze they appeared to have a similar number of uses.— Unsigned comment by 94.7.20.62 (talk) on 15 March 2012

The numbers came from this this source, which in turn uses this enchantment as basis. There is a 1 stored as basecost in the game data, but the CK shows, that the field is ignored in that case, and the cost value is auto-calculated. According to the CK the cost should be 14, which is more in line with the other types. Basically all the cost values in the table will need checking I guess. --Alfwyn (talk) 23:28, 8 November 2012 (GMT)

What is the chance of paralyzing?[edit]

The description says the weapon has a "chance" to paralyze for X seconds ( X depending upon the Stun, Immobilize, or Petrify version.) So how much of a chance? 1%, 10%, 50%, 100% ?? Does the chance depend upon anything? If the paralyze effect does not happen upon hitting, is a charge expended? There is nothing at Paralyze or it's talk page. Kalevala 05:11, 12 May 2012 (UTC)

It's a flat 26% (instead of 25%, like it was obviously intended to be, because everyone at Bethesda gets confused about how random numbers work) and isn't dependent on anything—only duration changes. Robin Hoodtalk 20:00, 29 May 2012 (UTC)
Speaking strictly as someone who uses a bow with a custom paralyze enchant, it's possible for the paralyze to trigger when the camera enters cinematic mode for a kill - even if the arrow then misses the target. 99.111.84.234 09:52, 4 August 2012 (UTC)

Magic Dragonbone Weapons?[edit]

I know that enchanted weapons exist for pretty much all types (iron all the way to Daedric), but is there any for Dragonbone weapons? --77.102.127.204 14:16, 24 October 2012 (GMT)

I`ve been playing a lot of hours with a level 81 character since download of Dawnguard and have never once seen ANY variety of Dragonbone weapon either as loot or for sale. I`m fully convinced you have to smith/enchant them yourself. Enchanted and normal dragon armor of both types have been found as loot but not for sale. — Unsigned comment by 98.157.24.218 (talk) at 22:44 on 8 November 2012
The only pre-enchanted Dragonbone weapons are the weapons used by the Keepers, but those are not playable, that is they can't be looted from their corpses. --Alfwyn (talk) 13:52, 13 November 2012 (GMT)

Removed Formula from Page[edit]

I removed the following from the article:

  • The enchantment costs (listed in the "Charge/Cost = Uses" column) are affected by your Enchanting skill, meaning that the number of times an enchanted weapon can be used increases as your enchanting skill improves. The exact enchantment cost at a given enchanting skill can be calculated from:
Enchantment_Cost = Base_Enchantment_Cost * (1 - Enchanting_Skill/200)

Doing some tests with an "Imperial Sword of Sparks", the Enchanting skill changes nothing. With a Destruction Skill of 0 I got 32 uses, and with a Destruction Skill of 100 I got 54 uses. This is completely consistent with the results I got for staves. The number at skill level 0 is one off from the documented one, probably because of internal rounding. And the number at skill 100 is about 1.7 times the number at skill level 0. But that doesn't match with the above formula at all which predicts half the cost/double the uses at skill level 100.--Alfwyn (talk) 16:35, 9 November 2012 (GMT)

Steel Sword of Weariness[edit]

This item actually has the appearance of a Silver sword when equipped in first-person view 76.186.153.247 23:14, 31 December 2016 (UTC)

Weapons with level marked N/A[edit]

There is no explanation of what this means in either the body of the page or the talk page. Does it mean that these items are mistakenly not included in any leveled lists and hence do not appear in game? 90.199.112.22 09:47, 18 September 2020 (UTC)

Frost Damage Enchantment of Ancient Nord War Axes[edit]

000ddd6d Is labelled incorrectly in-game as an Ancient Nord War Axe of Cold and should be the HONED Ancient Nord War Axe of Cold. I'm curious if a mod has fixed this.

Additionally, 000ddd6e and 000ddd6f both have in-game damage as 14 instead of the values listed on this page. Perhaps another mod correction? Or are these still lingering errors? — Unsigned comment by 67.164.188.218 (talk) at 03:46 on 30 September 2020 (UTC)