Jan 25, 2013 Subscribe to see more Skyrim mod videos - about 3-5 HD, high quality videos every week, and support the mods you like by endorsing them! Game The Elder Scrolls V: Skyrim. So I just noticed there isn't any bound armor in the game. Just bound weapons, did Besesda ever talk about why bound armor was removed? It was a feature in Morrowind, I have never played Oblivion so I don't know if it was removed during Oblivion or if it started with Skyrim. A: Shortly after Skyrim came out, a certain texture mod was popular, but I was bothered by the fact that the source of the mod was unknown. So I'd try drawing textures myself. I've played with replacing textures in other games before, but this was the first time I'd ever tried to draw a texture in earnest.
Cached
Bound Weapon | |
---|---|
School | Conjuration |
Type | Offensive |
Creates a magic for seconds. Sheathe it to dispel.
Bound Weapon causes the spellcaster to be equipped with a magical version of the specified weapon for a duration of time, after which the weapon vanishes. To dispel the weapon before the time has elapsed, sheathe the weapon, or simply equip another spell or weapon in that hand.
Types of Bound Weapon[edit]
In each case, the second (Mystic) version of the weapon is the one that appears if the Mystic Binding perk has been unlocked.
Effect Name | Weapon Type | Damage | Object ID | Effect ID | EditorID |
---|---|---|---|---|---|
Bound Battleaxe | Two-Handed Axe | 17 | 00058f5e | 0001ce9e | BoundBattleAxeFFSelf |
Bound Battleaxe (Mystic) | Two-Handed Axe | 22 | 000424f7 | 000424ff | BoundBattleAxeMysticFFSelf |
Bound Bow | Bow | 18 (42) | 00058f60 | 0001cea0 | BoundBowFFSelf |
Bound Bow (Mystic) | Bow | 24 (48) | 000424f8 | 00042500 | BoundBowMysticFFSelf |
Bound DaggerDB | Dagger | 6 | xx01ce02 | xx01ce04 | DLC2BoundDaggerFFSelf |
Bound Dagger (Mystic)DB | Dagger | 10 | xx01ce03 | xx01ce05 | DLC2BoundSwordMysticFFSelf |
Bound Sword | One-Handed Sword | 9 | 00058f5f | 0001ce9f | BoundSwordFFSelf |
Bound Sword (Mystic) | One-Handed Sword | 14 | 000424f9 | 000424fa | BoundSwordMysticFFSelf |
Notes[edit]
- Bound weapons cannot be disarmed.
- If the Soul Stealer perk has been unlocked, bound weapons automatically cast Soul Trap on strike.
- If the Oblivion Binding perk has been unlocked, bound weapons automatically cast Banish and Turn Undead on strike. Both effects are level 99, so they will affect any susceptible monster.
- Equipping a weapon or spell while using a bound weapon will cause the bound weapon to vanish.
- The exceptions to this are the Bound Sword and Bound DaggerDB. It is possible to equip another one-handed weapon or spell in the other hand. Note which hand the weapon appears in so you can choose the correct one. When cast normally, the weapon will appear in whichever hand you cast the spell from. If dual-cast, the weapon will appear in your left hand, so you can afterwards equip something else in your right. You can even dual-wield two Bound Swords/Daggers by casting them separately.
- You can also use a shield along with the one-handed bound weapons, but only in your left hand, so the weapon must be cast with the right hand, and thus cannot be dual-cast, since dual-cast always equips the weapon in the left hand.
- It is not possible to use any kind of Bound Weapon while on horseback. Mounting a horse automatically sheathes your weapon first, cancelling the spell. And you can't cast spells while mounted.
- Conjured weapons can be poisoned.
- Conjuring a weapon makes noise, which can attract unwanted attention while you are sneaking. This can be prevented with the Quiet Casting perk.
- Using bound weapons in combat also increases your Conjuration skill, on top of the skill associated with the bound weapon used (One-handed for the Bound Sword and Bound DaggerDB, Two-handed for the Bound Battleaxe and Archery for the Bound Bow). No Conjuration experience is gained by casting a Bound Weapon spell out of combat; however, if you cast a conjuration spell before combat, and later enter combat with the conjuration effect still in place, some Conjuration experience is awarded.
- Bound Bow will also give you a quiver of 100 Bound Arrows upon casting, which acts as any other bound weapon. Bound Arrows have a damage rating of 24, the same as Daedric Arrows.
- The Arcane Archer PackCC adds an adept conjuration spell tome to the game, Bound Quiver, which gives you a lesser power to bound 100 arrows separately (so it can be cast while you wield a bow to prevent the need to recast Bound Bow). Unlike the Bound Arrows from Bound Bow, these arrows are affected by Mystic Binding, granting them a damage rating of 32 (considerably higher than the previously most powerful arrow, the Dragonbone Arrow with 25 damage). So to maximize damage with Bound Bow, you need to cast Bound Quiver after casting Bound Bow, a combined base damage rating of 56.
- You can use the arrows of your choice along with the Bound Bow (e.g. Dragonbone Arrows, which are the only ones that are better than Bound/Daedric Arrows), by equipping the arrows after casting the spell, though you can't get your Bound Arrows back without recasting the spell. Regular arrows will still deplete as normal if you use them with a Bound Bow. You cannot, however, use the Bound Arrows from the Bound Bow Spell along with a regular bow (as unequipping the Bound Bow will also make the quiver vanish).
- The Arcane Archer Pack's Bound Quiver provides the ability to use Bound Arrows with a regular bow.
- Any Bound Arrows that you have fired (whether they hit or missed) will continue to exist in the world even after the spell expires until you leave the area. They cannot be picked up or found in corpses' inventories like other arrows. As they are very easy to see, they can be useful as markers to remind yourself where you've been. The arrows can contribute to bloating a save game.
- The Bound Bow is an exceptionally desirable weapon in the early stages of the game - unmodified through perks, it is very fast and of Daedric power. The relevant Spell Tome is found in Fort Amol Prison under a lantern in a bucket, guarded by five mages in total. Casting the spell will require 183 magicka at 15 (base) Conjuration skill, <180 as of 17. This amount of magicka may be achieved as early as level 1 via Necromancer Amulet (50 magicka bonus and + 25 fortify conjuration) or any combination of Novice Hood (30 magicka), AtronachStanding Stone (50 magicka, found just to the east of Fort Amol) and Altmer Highborn racial bonus (50 magicka) as well as outright through periodic consumption of Elsweyr Fondue (100 magicka).
- With Patch 1.9 the Bound Bow with Mystic Binding garners more XP per hit than any other bow in the game.
Bugs[edit]
- Occasionally, when casting Bound Battleaxe, you may have no weapon or spells show up as equipped but will constantly have the animations of carrying the bound axe. You cannot draw any weapons or spells even if you change equipment, and cannot sheathe this phantom axe. This effect does not seem to wear off when the spell would have ended.
- The issue appears to only arise when you cast in the third person view, so as long as you remember to switch to first person before casting you shouldn't have any problems.
- Sitting down will fix this.
- Equipping a one handed weapon will fix this.
- The invisible bound axe can be 'unequipped' by equipping hotkeyed spells.
- The Bound Bow will turn raised undead even when you don't have the Oblivion Binding perk. ?
- The Bound Bow enchantment for Oblivion Binding has an incorrect magnitude setting of 50 instead of 99.
- This bug is fixed by version 2.0.7 of the Unofficial Skyrim Patch.
- While sneaking, casting bound weapons can occasionally result in a longer than usual delay.
- The Bound Sword and Bound Dagger have a 0% critical damage setting instead of 1%.
- This bug is fixed by version 2.0.0 of the Unofficial Skyrim Patch.
- The Bound Dagger has incorrect 1st person animations attached, specifically sword animations, causing the dagger not to be silent as it should be.
- This bug is fixed by version 1.0.2 of the Unofficial Dragonborn Patch.
See Also[edit]
- Weapons — A list of all weapons available in Skyrim and their damage.
|
This article is about the skill. For the physical equipment, see Light Armor (item).
Skill: Light Armor |
---|
Specialization: Stealth |
Light Armor is the skill governing your ability to fight and move in light armor. Each skill point increases your armor rating from Light Armor by 0.4% (1.5% for NPCs). The Light Armor skill tree has a total of 6 perks, requiring a total of 10 perk points to fill.
Machinarium & creaks bundle for mac. In-game Description: Those trained to use Light Armor make more effective use of Hide, Leather, Elven, Scale and Glass armors.
Additional types of light armor that are forgeable: Imperial light armor, chitin armorDB, dragonscale, and Stalhrim light armorDB. There are also a few types of generic, unforgeable, light armor: fur armor, Blackguard's armorDB, Dawnguard armorDG, Forsworn armor, guard armor, Morag Tong armorDB, Skaal armorDB, Stormcloak armor, and vampire armorDG. Also, the artifacts Morokei, Volsung, Krosis, Wooden Mask, and Savior's Hide are classified as light armor. Light shields, including the artifact called the Dawnguard Rune ShieldDG, are not light armor in any meaningful sense - neither this skill's ranks nor perks interact with them.
- 3Skill Increases
Skill Perks[edit]
Perk | Rank | Description | ID | Skill Req. | Perk Req. |
---|---|---|---|---|---|
Agile Defender | 1 | Increase armor rating for Light armor by 20%.[1] | 000be123 | ||
2 | Increase armor rating for Light armor by 40%.[1] | 00079376 | 20 Light Armor | ||
3 | Increase armor rating for Light armor by 60%.[1] | 00079389 | 40 Light Armor | ||
4 | Increase armor rating for Light armor by 80%.[1] | 00079391 | 60 Light Armor | ||
5 | Increase armor rating for Light armor by 100%.[1] | 00079392 | 80 Light Armor | ||
Custom Fit | 25% Armor bonus if wearing all Light Armor: head, chest, hands, feet.[2] | 00051b1b | 30 Light Armor | Agile Defender | |
Matching Set | Additional 25% Armor bonus if wearing a matched set[3] of Light Armor. | 00051b17 | 70 Light Armor | Custom Fit | |
Unhindered | Light Armor weighs nothing and doesn't slow you down when worn.[1] | 00051b1c | 50 Light Armor | Custom Fit | |
Wind Walker | Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet.[2] | 00105f22 | 60 Light Armor | Unhindered | |
Deft Movement | 10% chance of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet.[2][4] | 00107831 | 100 Light Armor | Wind Walker or Matching Set |
- ^ abcdefDoes not affect shields.
- ^ abc'All/Only Light Armor' does not necessarily need to be a matching set. For example, some pieces might be Elven and others might be Glass. In addition, the shield can be Heavy without removing the effect.
- ^A Set is Matching if the four pieces of worn armor (armor, helmet, gloves, boots) share the same material. Shields of all types match all armor.
- ^This also works on ranged attacks.[verification needed]
Comparison to Heavy Armor[edit]
Advantages:
- Once you reach the armor cap, light armor is a much better choice due to its lighter weight.
- The lighter weight allows for the carrying of multiple suits of armor, each fine-tuned for specific enemies and situations, without drastically taking up encumbrance (6 full sets of elven armor weigh slightly more than 1 full set of steel armor).
- Lighter and less movement penalty.
- Less noisy, making sneaking easier.
- The Unhindered perk (worn light armor is weightless) is available 20 levels earlier than Heavy Armor's Conditioning, and doesn't require taking two highly situational perks to unlock.
- Consumes less stamina when sprinting.
- Stamina recovers faster with the Wind Walker perk, which is very beneficial for dps focused characters.
- Can be faster than the enemy, allowing you to run away from a battle or pursue a fleeing enemy for longer.
- Deft Movement has a 1-in-10 chance to completely negate melee damage, which can make the difference in difficult fights at higher levels and/or difficulty settings.
Disadvantages: Seriale coreene blogul lui atanase zboara intr-o alta lume.
- Much less protective in the early game, which in certain situations can be a fatal flaw. However, as your skill level rises in light but not heavy, light armor will surpass heavy armor in defensive rating. Eventually light armor will also reach the armor cap.
- This can be exacerbated if you wear heavy armor early on and use the Warrior Stone to increase your One-handed or Two-handed skills, as Light Armor is not affected. You can use the Thief Stone to level your Light Armor and Archery at the same time, or you can find and use the Lover Stone to increase all skills at a slightly lesser rate.
- Light Armor being 'much less protective in the early game' is widely misunderstood. The misunderstanding comes from the fact that the displayed Armor Rating (AR) is not the actual AR used by the game engine. Light Armor pieces have lower displayed AR in the game, compared to Heavy Armor pieces of the same/similar type, grade and quality. However, for every piece of armor worn, the game engine hiddenly adds 25 to the displayed AR. If all armor slots have been filled with something categorized as armor (as opposed to clothing or something else), the game engine hiddenly adds a total of 125 to the total of the displayed AR. Solely by in-game numbers, a full set of Leather Armor (base AR = 52, no shield) does appear to be 'much less protective' than a full set of Steel Armor (base AR = 72, without a shield). However, with up to 125 hiddenly added to their displayed AR, the difference in 'protectiveness' of Leather Armor vs Steel Armor (152 vs 172, without a shield) is obviously much smaller than one would most likely have been tricked into believing.
- The relevance of Light Armor being '(much) less protective in the early armor' is subject to game difficulty settings. It matters if and only if the extra protection of Heavy Armor, as opposed to Light Armor, is good enough to let a character noticeably survive some extra hits. On lowest (Novice) difficulty, wearing Heavy Armor (such as a full set of Steel Armor in the early game) as opposed to Light Armor (such as a full set of Leather Armor in the early game) may make an already durable (due to the Novice setting) new character more durable against physical attacks. On highest (Legendary) difficulty, Light Armor is no less protective than Heavy Armor, even for a new character in the early game, in any noticeable meaningful way.
- This can be exacerbated if you wear heavy armor early on and use the Warrior Stone to increase your One-handed or Two-handed skills, as Light Armor is not affected. You can use the Thief Stone to level your Light Armor and Archery at the same time, or you can find and use the Lover Stone to increase all skills at a slightly lesser rate.
- Unarmed attacks are less powerful without Fists of Steel, though heavy investment in Fortify Unarmed enchantments can still make it a viable choice.
Skill Increases[edit]
Character Creation[edit]
The following races have an initial skill bonus to Light Armor:
- +5 bonus: Argonian, Bosmer, Dunmer, Nord
Trainers[edit]
Cached
Bound Weapon | |
---|---|
School | Conjuration |
Type | Offensive |
Creates a magic for seconds. Sheathe it to dispel.
Bound Weapon causes the spellcaster to be equipped with a magical version of the specified weapon for a duration of time, after which the weapon vanishes. To dispel the weapon before the time has elapsed, sheathe the weapon, or simply equip another spell or weapon in that hand.
Types of Bound Weapon[edit]
In each case, the second (Mystic) version of the weapon is the one that appears if the Mystic Binding perk has been unlocked.
Effect Name | Weapon Type | Damage | Object ID | Effect ID | EditorID |
---|---|---|---|---|---|
Bound Battleaxe | Two-Handed Axe | 17 | 00058f5e | 0001ce9e | BoundBattleAxeFFSelf |
Bound Battleaxe (Mystic) | Two-Handed Axe | 22 | 000424f7 | 000424ff | BoundBattleAxeMysticFFSelf |
Bound Bow | Bow | 18 (42) | 00058f60 | 0001cea0 | BoundBowFFSelf |
Bound Bow (Mystic) | Bow | 24 (48) | 000424f8 | 00042500 | BoundBowMysticFFSelf |
Bound DaggerDB | Dagger | 6 | xx01ce02 | xx01ce04 | DLC2BoundDaggerFFSelf |
Bound Dagger (Mystic)DB | Dagger | 10 | xx01ce03 | xx01ce05 | DLC2BoundSwordMysticFFSelf |
Bound Sword | One-Handed Sword | 9 | 00058f5f | 0001ce9f | BoundSwordFFSelf |
Bound Sword (Mystic) | One-Handed Sword | 14 | 000424f9 | 000424fa | BoundSwordMysticFFSelf |
Notes[edit]
- Bound weapons cannot be disarmed.
- If the Soul Stealer perk has been unlocked, bound weapons automatically cast Soul Trap on strike.
- If the Oblivion Binding perk has been unlocked, bound weapons automatically cast Banish and Turn Undead on strike. Both effects are level 99, so they will affect any susceptible monster.
- Equipping a weapon or spell while using a bound weapon will cause the bound weapon to vanish.
- The exceptions to this are the Bound Sword and Bound DaggerDB. It is possible to equip another one-handed weapon or spell in the other hand. Note which hand the weapon appears in so you can choose the correct one. When cast normally, the weapon will appear in whichever hand you cast the spell from. If dual-cast, the weapon will appear in your left hand, so you can afterwards equip something else in your right. You can even dual-wield two Bound Swords/Daggers by casting them separately.
- You can also use a shield along with the one-handed bound weapons, but only in your left hand, so the weapon must be cast with the right hand, and thus cannot be dual-cast, since dual-cast always equips the weapon in the left hand.
- It is not possible to use any kind of Bound Weapon while on horseback. Mounting a horse automatically sheathes your weapon first, cancelling the spell. And you can't cast spells while mounted.
- Conjured weapons can be poisoned.
- Conjuring a weapon makes noise, which can attract unwanted attention while you are sneaking. This can be prevented with the Quiet Casting perk.
- Using bound weapons in combat also increases your Conjuration skill, on top of the skill associated with the bound weapon used (One-handed for the Bound Sword and Bound DaggerDB, Two-handed for the Bound Battleaxe and Archery for the Bound Bow). No Conjuration experience is gained by casting a Bound Weapon spell out of combat; however, if you cast a conjuration spell before combat, and later enter combat with the conjuration effect still in place, some Conjuration experience is awarded.
- Bound Bow will also give you a quiver of 100 Bound Arrows upon casting, which acts as any other bound weapon. Bound Arrows have a damage rating of 24, the same as Daedric Arrows.
- The Arcane Archer PackCC adds an adept conjuration spell tome to the game, Bound Quiver, which gives you a lesser power to bound 100 arrows separately (so it can be cast while you wield a bow to prevent the need to recast Bound Bow). Unlike the Bound Arrows from Bound Bow, these arrows are affected by Mystic Binding, granting them a damage rating of 32 (considerably higher than the previously most powerful arrow, the Dragonbone Arrow with 25 damage). So to maximize damage with Bound Bow, you need to cast Bound Quiver after casting Bound Bow, a combined base damage rating of 56.
- You can use the arrows of your choice along with the Bound Bow (e.g. Dragonbone Arrows, which are the only ones that are better than Bound/Daedric Arrows), by equipping the arrows after casting the spell, though you can't get your Bound Arrows back without recasting the spell. Regular arrows will still deplete as normal if you use them with a Bound Bow. You cannot, however, use the Bound Arrows from the Bound Bow Spell along with a regular bow (as unequipping the Bound Bow will also make the quiver vanish).
- The Arcane Archer Pack's Bound Quiver provides the ability to use Bound Arrows with a regular bow.
- Any Bound Arrows that you have fired (whether they hit or missed) will continue to exist in the world even after the spell expires until you leave the area. They cannot be picked up or found in corpses' inventories like other arrows. As they are very easy to see, they can be useful as markers to remind yourself where you've been. The arrows can contribute to bloating a save game.
- The Bound Bow is an exceptionally desirable weapon in the early stages of the game - unmodified through perks, it is very fast and of Daedric power. The relevant Spell Tome is found in Fort Amol Prison under a lantern in a bucket, guarded by five mages in total. Casting the spell will require 183 magicka at 15 (base) Conjuration skill, <180 as of 17. This amount of magicka may be achieved as early as level 1 via Necromancer Amulet (50 magicka bonus and + 25 fortify conjuration) or any combination of Novice Hood (30 magicka), AtronachStanding Stone (50 magicka, found just to the east of Fort Amol) and Altmer Highborn racial bonus (50 magicka) as well as outright through periodic consumption of Elsweyr Fondue (100 magicka).
- With Patch 1.9 the Bound Bow with Mystic Binding garners more XP per hit than any other bow in the game.
Bugs[edit]
- Occasionally, when casting Bound Battleaxe, you may have no weapon or spells show up as equipped but will constantly have the animations of carrying the bound axe. You cannot draw any weapons or spells even if you change equipment, and cannot sheathe this phantom axe. This effect does not seem to wear off when the spell would have ended.
- The issue appears to only arise when you cast in the third person view, so as long as you remember to switch to first person before casting you shouldn't have any problems.
- Sitting down will fix this.
- Equipping a one handed weapon will fix this.
- The invisible bound axe can be 'unequipped' by equipping hotkeyed spells.
- The Bound Bow will turn raised undead even when you don't have the Oblivion Binding perk. ?
- The Bound Bow enchantment for Oblivion Binding has an incorrect magnitude setting of 50 instead of 99.
- This bug is fixed by version 2.0.7 of the Unofficial Skyrim Patch.
- While sneaking, casting bound weapons can occasionally result in a longer than usual delay.
- The Bound Sword and Bound Dagger have a 0% critical damage setting instead of 1%.
- This bug is fixed by version 2.0.0 of the Unofficial Skyrim Patch.
- The Bound Dagger has incorrect 1st person animations attached, specifically sword animations, causing the dagger not to be silent as it should be.
- This bug is fixed by version 1.0.2 of the Unofficial Dragonborn Patch.
See Also[edit]
- Weapons — A list of all weapons available in Skyrim and their damage.
|
This article is about the skill. For the physical equipment, see Light Armor (item).
Skill: Light Armor |
---|
Specialization: Stealth |
Light Armor is the skill governing your ability to fight and move in light armor. Each skill point increases your armor rating from Light Armor by 0.4% (1.5% for NPCs). The Light Armor skill tree has a total of 6 perks, requiring a total of 10 perk points to fill.
Machinarium & creaks bundle for mac. In-game Description: Those trained to use Light Armor make more effective use of Hide, Leather, Elven, Scale and Glass armors.
Additional types of light armor that are forgeable: Imperial light armor, chitin armorDB, dragonscale, and Stalhrim light armorDB. There are also a few types of generic, unforgeable, light armor: fur armor, Blackguard's armorDB, Dawnguard armorDG, Forsworn armor, guard armor, Morag Tong armorDB, Skaal armorDB, Stormcloak armor, and vampire armorDG. Also, the artifacts Morokei, Volsung, Krosis, Wooden Mask, and Savior's Hide are classified as light armor. Light shields, including the artifact called the Dawnguard Rune ShieldDG, are not light armor in any meaningful sense - neither this skill's ranks nor perks interact with them.
- 3Skill Increases
Skill Perks[edit]
Perk | Rank | Description | ID | Skill Req. | Perk Req. |
---|---|---|---|---|---|
Agile Defender | 1 | Increase armor rating for Light armor by 20%.[1] | 000be123 | ||
2 | Increase armor rating for Light armor by 40%.[1] | 00079376 | 20 Light Armor | ||
3 | Increase armor rating for Light armor by 60%.[1] | 00079389 | 40 Light Armor | ||
4 | Increase armor rating for Light armor by 80%.[1] | 00079391 | 60 Light Armor | ||
5 | Increase armor rating for Light armor by 100%.[1] | 00079392 | 80 Light Armor | ||
Custom Fit | 25% Armor bonus if wearing all Light Armor: head, chest, hands, feet.[2] | 00051b1b | 30 Light Armor | Agile Defender | |
Matching Set | Additional 25% Armor bonus if wearing a matched set[3] of Light Armor. | 00051b17 | 70 Light Armor | Custom Fit | |
Unhindered | Light Armor weighs nothing and doesn't slow you down when worn.[1] | 00051b1c | 50 Light Armor | Custom Fit | |
Wind Walker | Stamina regenerates 50% faster in all Light Armor: head, chest, hands, feet.[2] | 00105f22 | 60 Light Armor | Unhindered | |
Deft Movement | 10% chance of avoiding all damage from a melee attack while wearing all Light Armor: head, chest, hands, feet.[2][4] | 00107831 | 100 Light Armor | Wind Walker or Matching Set |
- ^ abcdefDoes not affect shields.
- ^ abc'All/Only Light Armor' does not necessarily need to be a matching set. For example, some pieces might be Elven and others might be Glass. In addition, the shield can be Heavy without removing the effect.
- ^A Set is Matching if the four pieces of worn armor (armor, helmet, gloves, boots) share the same material. Shields of all types match all armor.
- ^This also works on ranged attacks.[verification needed]
Comparison to Heavy Armor[edit]
Advantages:
- Once you reach the armor cap, light armor is a much better choice due to its lighter weight.
- The lighter weight allows for the carrying of multiple suits of armor, each fine-tuned for specific enemies and situations, without drastically taking up encumbrance (6 full sets of elven armor weigh slightly more than 1 full set of steel armor).
- Lighter and less movement penalty.
- Less noisy, making sneaking easier.
- The Unhindered perk (worn light armor is weightless) is available 20 levels earlier than Heavy Armor's Conditioning, and doesn't require taking two highly situational perks to unlock.
- Consumes less stamina when sprinting.
- Stamina recovers faster with the Wind Walker perk, which is very beneficial for dps focused characters.
- Can be faster than the enemy, allowing you to run away from a battle or pursue a fleeing enemy for longer.
- Deft Movement has a 1-in-10 chance to completely negate melee damage, which can make the difference in difficult fights at higher levels and/or difficulty settings.
Disadvantages: Seriale coreene blogul lui atanase zboara intr-o alta lume.
- Much less protective in the early game, which in certain situations can be a fatal flaw. However, as your skill level rises in light but not heavy, light armor will surpass heavy armor in defensive rating. Eventually light armor will also reach the armor cap.
- This can be exacerbated if you wear heavy armor early on and use the Warrior Stone to increase your One-handed or Two-handed skills, as Light Armor is not affected. You can use the Thief Stone to level your Light Armor and Archery at the same time, or you can find and use the Lover Stone to increase all skills at a slightly lesser rate.
- Light Armor being 'much less protective in the early game' is widely misunderstood. The misunderstanding comes from the fact that the displayed Armor Rating (AR) is not the actual AR used by the game engine. Light Armor pieces have lower displayed AR in the game, compared to Heavy Armor pieces of the same/similar type, grade and quality. However, for every piece of armor worn, the game engine hiddenly adds 25 to the displayed AR. If all armor slots have been filled with something categorized as armor (as opposed to clothing or something else), the game engine hiddenly adds a total of 125 to the total of the displayed AR. Solely by in-game numbers, a full set of Leather Armor (base AR = 52, no shield) does appear to be 'much less protective' than a full set of Steel Armor (base AR = 72, without a shield). However, with up to 125 hiddenly added to their displayed AR, the difference in 'protectiveness' of Leather Armor vs Steel Armor (152 vs 172, without a shield) is obviously much smaller than one would most likely have been tricked into believing.
- The relevance of Light Armor being '(much) less protective in the early armor' is subject to game difficulty settings. It matters if and only if the extra protection of Heavy Armor, as opposed to Light Armor, is good enough to let a character noticeably survive some extra hits. On lowest (Novice) difficulty, wearing Heavy Armor (such as a full set of Steel Armor in the early game) as opposed to Light Armor (such as a full set of Leather Armor in the early game) may make an already durable (due to the Novice setting) new character more durable against physical attacks. On highest (Legendary) difficulty, Light Armor is no less protective than Heavy Armor, even for a new character in the early game, in any noticeable meaningful way.
- This can be exacerbated if you wear heavy armor early on and use the Warrior Stone to increase your One-handed or Two-handed skills, as Light Armor is not affected. You can use the Thief Stone to level your Light Armor and Archery at the same time, or you can find and use the Lover Stone to increase all skills at a slightly lesser rate.
- Unarmed attacks are less powerful without Fists of Steel, though heavy investment in Fortify Unarmed enchantments can still make it a viable choice.
Skill Increases[edit]
Character Creation[edit]
The following races have an initial skill bonus to Light Armor:
- +5 bonus: Argonian, Bosmer, Dunmer, Nord
Trainers[edit]
- Scouts-Many-Marshes in Windhelm (Common)
- Grelka in Riften (Expert)
- Nazir in Dark Brotherhood Sanctuary, west of Falkreath or north of Dawnstar (Master)
Skill Books[edit]
Free Skill Boosts[edit]
- +1 Light Armor reward (as well as +1 Lockpicking) from Shahvee (Windhelm) for completing the quest Find Shahvee's Amulet of Zenithar inside .
- +1 Light Armor reward from Annekke Crag-Jumper for completing the quest Kill the Bandit Leader inside .
- +1 Light Armor reward (as well as +1 to all other stealth skills) from Inge Six Fingers (Bards College) for completing the quest Finn's Lute.
- +5 Light Armor 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]
- Armor skill increases are based on incoming damage, i.e. tougher enemies advance your armor skill faster.
- Regenerate Health potions and enchantments can heal you while leveling armor skills, potentially allowing you to leave the game unattended. This can also be accomplished with natural health regeneration during brawling sessions with NPCs or fighting very weak enemies like skeevers, though skill gains will be very slow.
- Healing while getting bashed is a good way to level the Restoration skill at the same time.
- The Block skill can be easily leveled at the same time as Armor skills.
Notes[edit]
- Some guards will say 'Lightly armored means light on your feet. Smart.' This actually refers to your skill level, not what you are currently wearing.
- Before patch 1.3.10, armor rating for werewolves was affected by the Light Armor skill and had been increased by the Agile Defender perk.
- Fur Boots and Fur Gauntlets count as Stormcloak/guard equipment, and therefore do not give the Matching Set bonus if worn with other fur equipment.
Bugs[edit]
- With the Unhindered perk, when you carry more weight than you could without the perk, and you save a game, upon loading from inside the game, you will be over-encumbered (as if you didn't have the perk) until you open your inventory. This typically occurs only after an event, such as your death, removing all of your active effects. If you die and then quickload, you may become affected by this bug until you relaunch the game.
- The Unhindered perk is intended to reduce only the weight of light armor that is actually being worn (equipped). However, as of patch version 1.4, Unhindered also reduces the weight of any piece of armor in your inventory that is the same base item as any piece being worn. For example, if you have 10 glass armors in your inventory, equipping one of them will make all of them weightless. This remains true even if the worn armor is enhanced by Smithing, enchanted, and renamed.
- Even though Deft Movement claims to only work against melee attacks, it has the same chance to ignore damage from arrows, too. ?
- Deft Movement's chance to activate is actually 11%.
- This bug is fixed by version 2.0.5 of the Unofficial Skyrim Patch.
- Armor types introduced in Dragonborn incorrectly get only a 20% bonus from Matching Set instead of the expected 25%.
- This bug is fixed by version 1.0.5 of the Unofficial Dragonborn Patch.
Skyrim Bound Armor Mod
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