Locational Damage Skyrim Se

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Chaos Damage
SchoolDestruction
TypeOffensive
Enchanting
IDxx02c46c
Base Cost19
ItemsWeapons
Availability
(Click on any item for details)
Weapons

Enchanting description:50% chance for each element of fire, frost, and shock to do <mag> points of damage.

Chaos Damage is an enchantment.

Effects[edit]

  • Fire Damage, <mag> pts for 1 sec (50% chance)
  • Frost Damage, <mag> pts for 1 sec (50% chance)
  • Shock Damage, <mag> pts for 1 sec (50% chance)

Enchanting[edit]

The following items use this enchantment. You can learn how to enchant custom items with chaos damage if you find one of the following items and disenchant it:

  • All weapons of Chaos
  • All weapons of Extreme Chaos
  • All weapons of High Chaos
  • All weapons of Ultimate Chaos

Notes[edit]

  • The enchantment benefits from all the Augmented elemental perks. Additionally, if you have more than one of these perks, the damage multipliers are compounded on each other. For example, if you have two levels of all three perks, the base damage for Chaos enchantments becomes <mag> x 1.5 x 1.5 x 1.5 for a total of <mag> x 3.375. This is on top of the average damage mentioned below.
  • Chaos Damage enchantments are 25% stronger when applied to stalhrimDB weapons.
  • The average damage done by this enchantment (assuming no perks and against enemies without any resistance) is 1.5 × <mag>. To calculate this, consider that each element fires half of the time. Each of 3 elements does <mag> damage half of the time. On average each element does 0.5 × <mag> damage. Thus, the average damage of the total enchantment is 3 × 0.5 × <mag> or 1.5 × <mag>. Similarly, for an enemy immune to an element, you only have to consider 2 of 3 elements so, the average damage is 2 × 0.5 × <mag> or <mag>.

For single-wielded weapons: Sanskrit deep manika class 7 guide.

  • The enchantment triggering probabilities are as follows:
  • 7 in 8 chance (87.5%): At least one enchantment triggers. <mag> damage to 3x<mag> damage.
  • 4 in 8 chance (50.0%): At least two enchantments trigger. 2x<mag> damage to 3x<mag> damage.
  • 3 in 8 chance (37.5%): Exactly one enchantment triggers. <mag> damage.
  • 3 in 8 chance (37.5%): Exactly two enchantments trigger. 2×<mag> damage.
  • 1 in 8 chance (12.5%): All three enchantments trigger. 3×<mag> damage.
  • 1 in 8 chance (12.5%): None of the enchantments trigger. 0 damage.
  • For an enemy immune to one element (but with no resistances in the other two), the damage is just <mag>:
  • 4 in 8 chance (50%): One non-immune element or one non-immune + immune triggers. <mag> damage.
  • 2 in 8 chance (25%): Nothing or only immune element triggers. 0 damage.
  • 2 in 8 chance (25%): Both non-immune elements trigger, or all three trigger. 2×<mag> damage.

For dual-wielded weapons up to 6x<mag> damage is possible (chaos damage must be applied to both weapons):

  • The enchantment triggering probabilities are as follows:
  • 63 in 64 chance (98.44%): At least one enchantment triggers. <mag> damage to 6x<mag> damage.
  • 57 in 64 chance (89.06%): At least two enchantments trigger. 2x<mag> damage to 6x<mag> damage.
  • 42 in 64 chance (65.62%): At least three enchantments trigger. 3x<mag> damage to 6x<mag> damage.
  • 22 in 64 chance (34.37%): At least four enchantments trigger. 4x<mag> damage to 6x<mag> damage.
  • 20 in 64 chance (31.25%): Exactly three enchantments trigger. 3×<mag> damage.
  • 15 in 64 chance (23.44%): Exactly two enchantments trigger. 2×<mag> damage.
  • 15 in 64 chance (23.44%): Exactly four enchantments trigger. 4×<mag> damage.
  • 7 in 64 chance (10.94%): At least five enchantments trigger. 5x<mag> damage to 6x<mag> damage.
  • 6 in 64 chance (9.37%) : Exactly five enchantments trigger. 5×<mag> damage.
  • 6 in 64 chance (9.37%) : Exactly one enchantment triggers. 1×<mag> damage.
  • 1 in 64 chance (1.56%) : All six enchantments trigger. 6×<mag> damage.
  • 1 in 64 chance (1.56%) : None of the enchantments trigger. 0 damage.

Bugs[edit]

  • For custom enchantments, the damage value shown in the enchantment description is correct only for the shock damage. The magnitudes of the fire and frost damage effects stored in any custom enchantment are always 10, regardless of enchantment strength bonuses, Enchanting skill, soul gem size, or strength slider setting. (Post-enchantment modifiers such as Augmented Flames can still apply.) ?
    Mod Notes: It looks like the highest-cost effect in any custom enchantment is the only effect that can be variable; all other effects are fixed.

See Also[edit]

This effect is related to:

  • Fire Damage, Frost Damage, Shock Damage
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Unique Item: Nettlebane (0001c492)
(lore page)
Type
Editor IDT03Nettlebane
Statistics
Damage6
Speed1.3Reach0.7
Weight10Value5
TemperingEbony Ingot
Nettlebane

Nettlebane is a unique, crudely-engraved ebony dagger, originally made by hagravens to sacrifice spriggans. Compared to the typical ebony dagger, Nettlebane compares unfavorably. It weighs twice what a normal ebony dagger would, does four points less damage, and is worth nowhere near as much gold. Furthermore, it can't even be enchanted, making it fairly worthless outside of its related quest. The only way to improve upon this weapon is tempering it with an ebony ingot, although it does not benefit from the Ebony Smithing perk.

During The Blessings of Nature, Nettlebane plays a critical role in restoring the Gildergreen to life. Danica Pure-Spring will send you in the direction of the witches of Orphan Rock who hold Nettlebane, so that you can use the blade to obtain a sample of the sap of Gildergreen's parent tree, the Eldergleam, in order to heal it. After obtaining the dagger and reporting back to Danica, she will point you towards the sanctuary, while a pilgrim, Maurice Jondrelle will offer to join you on the journey.

Once you two arrive at the Eldergleam's location, the Eldergleam Sanctuary, and after you use the dagger to clear out the roots blocking the path to the tree, Maurice will insist that you do not use Nettlebane on the holy tree as he has an alternative solution to the issue. Hearing him out will have him pray to the tree, causing a sapling to grow as a replacement for the dead Gildergreen. If you ignore him and hack at the tree with the dagger, Maurice will attack you, supported by a group of spriggans who will appear out of the earth to defend nature.

Related Quests[edit]

  • The Blessings of Nature: Restore the Gildergreen for Danica Pure-Spring.

Notes[edit]

  • The Unofficial Skyrim Patch changes the weapon to benefit from the Ebony Smithing perk.
  • Myrwatch's galleryCC contains a special holder for this item.
Locational Damage Skyrim Se
Retrieved from 'https://en.uesp.net/w/index.php?title=Skyrim:Nettlebane&oldid=2072087'