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Bound Weapon |
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School | Conjuration |
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Type | Offensive |
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Creates a magic <weapon> for <dur> seconds. Sheathe it to dispel.
I've been looking around for a mod or something that would allow me to wear clothing and armour at the same time, or at least cloaks overtop. It was a feature in Daggerfall and I think Morrowind, but can't do it in Skyrim. I also find that Skyrim has a lack of interesting clothing in general besides a few outfits. I've found a mod or two that include specific cloaks or capes that can go.
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.
- Description From The Creator. Bound armors have always been the part of TES games but somehow gone missing in Skyrim, leaving people who want to roleplay pur.
- I did it in my linked mod in my signature for Skyrim SE. The trick is the CK is limited to only making bound weapons, so I wrote a custom script to create a bound set of armor via a spell. I also have a spell that summons a shield as well.
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 |
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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.
Offensive | Bound Weapon •Command •Fiery Soul Trap •Reanimate •Soul Trap |
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Defensive |
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The UESPWiki – Your source for The Elder Scrolls since 1995
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A stalhrim deposit
A depleted stalhrim deposit
Stalhrim is an ancient Nordic enchanted ice that can be used as a crafting material. Once you have obtained the Ebony Smithing perk and completed the quest A New Source of Stalhrim, you can craft stalhrim armor and weapons. All items, except arrows, can be tempered with a sample of stalhrim. Stalhrim heavy armor is equal in quality to dragonplate armor, but lighter. Stalhrim light armor exceeds the quality of glass armor, but is weaker than dragonscale armor (with the exception of the shield). Stalhrim weapons do the same amount of damage as ebony weapons, and weigh less. Resist frost and frost damage enchantments are 25% stronger when placed on stalhrim items. Chaos damage enchantments are also 25% stronger, due to its frost damage effect. Lastly, Stalhrim weapons have higher stagger values (by 0.1) than weapons made of other materials, except daggers, bows, and arrows. In relative terms, this means Stalhrim swords and greatswords receive the greatest benefit within their respective weapon categories, as they start out with the least stagger.
Overview[edit]
Name | ID |
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Stalhrim | xx02b06b | 1 | 200 |
- 3 samples of stalhrim are obtained by mining stalhrim deposits, which take twice as long to mine as other ore veins (six 'swings' per sample instead of three). Like ore veins, there is a 10% chance these will be accompanied by a random, level-dependent gem. Once exhausted, most deposits will uncover a dead draugr, from which you can loot gold and other valuables.
- Stalhrim can only be mined with an ancient Nordic pickaxe.
- Stalhrim armor is heavy armor, made from stalhrim samples, quicksilver ingots, and leather strips.
- Stalhrim light armor is made from stalhrim samples, steel ingots, and leather strips.
- Stalhrim weapons are made from stalhrim samples and leather strips.
All stalhrim armor and weapons can be found in leveled lists starting at level 35. Stalhrim will respawn with the rest of their location after a certain period of time.
Mineral Sources[edit]
There are no random locations for Stalhrim. However:
- Baldor Iron-Shaper sells up to four pieces at a 75% chance each.
There are a total of 19 deposits located on Solstheim:
Location | Deposits | Details |
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Stalhrim Source | 10 | Found in a hollow at the site. |
Gyldenhul Barrow | 2 | The deposits are located in the entrance chamber and one must be mined to proceed further into the barrow. |
Kolbjorn Barrow | 2 | First one right before the entrance of the chambers to Ahzidal's fight, second one in the chamber with the rising staircase, after Ahzidal's and Black Book's chambers. |
Northeast of Northshore Landing off the coast, on an unnamed island(map) | 2 | Two sarcophagi containing one deposit each, half submerged in ice. |
Benkongerike | 1 | Mined from a sarcophagus in the bottom west corner of the room before the word wall room. Magelight or Candlelight greatly aid in finding it as the sarcophagus is in a very dark area. |
Bloodskal Barrow | 1 | Found in a hidden room behind the waterfall in Raven Rock Mine. |
Raven Rock Mine | 1 | Found in a room at the bottom of the mine shaft. |
Armor[edit]
Stalhrim Light Armor[edit]
A male Nord wearing Stalhrim light armor
Name (ID) | Raw Materials | Delta | Ratio |
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Stalhrim |
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Stalhrim Light Armor (xx01cda2) | 7 | 925 | 39 | 5 | 1 | 3 | 0.7 | -104 | 1.11 | 0.90 |
Stalhrim Light Boots (xx01cd7e) | 2 | 215 | 11.5 | 3 | 1 | 2 | -2.2 | -411 | 0.48 | 0.34 |
Stalhrim Light Bracers (xx01cda5) | 2 | 215 | 11.5 | 2 | 1 | 2 | -1.2 | -211 | 0.63 | 0.50 |
Stalhrim Light Helmet (xx01cda3) | 2 | 465 | 16.5 | 3 | 1 | 2 | -2.2 | -161 | 0.48 | 0.74 |
Stalhrim Shield (xx026237) | 10 | 600 | 29.5 | 4 | 1 | 1 | 4.9 | -223 | 1.96 | 0.73 |
Totals (with shield): | 23 | 2420 | 108 | 17 | 5 | 10 |
Totals (without shield): | 13 | 1820 | 78.5 | 13 | 4 | 9 |
A female Imperial wearing Stalhrim light armor
Stalhrim Heavy Armor[edit]
A female Imperial wearing Stalhrim heavy armor
Skyrim Se Bound Armor
Name (ID) | Raw Materials | Delta | Ratio |
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Stalhrim |
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Stalhrim Heavy Armor (xx01cd9f) | 38 | 2200 | 46 | 6 | 1 | 3 | 30.7 | 931 | 5.21 | 1.73 |
Stalhrim Heavy Boots (xx01cd9e) | 7 | 450 | 17 | 4 | 1 | 2 | 1.8 | -416 | 1.35 | 0.52 |
Stalhrim Heavy Gauntlets (xx01cda0) | 7 | 450 | 17 | 3 | 1 | 2 | 0.8 | -216 | 1.15 | 0.68 |
Stalhrim Helmet (xx01cda1) | 7 | 1135 | 22 | 4 | 1 | 2 | 1.8 | 269 | 1.35 | 1.31 |
Totals: | 59 | 4235 | 102 | 17 | 4 | 9 |
A male Nord wearing Stalhrim heavy armor
Stalhrim Fur ArmorCC[edit]
The Alternative Armors - Stalhrim Furcreation adds another variant of heavy Stalhrim armor based on the style of Blades. It can be crafted after the completion of Ancient IceCC (as well as A New Source of Stalhrim), and is identical to the regular heavy variant apart from each piece having an additional 2 points of armor rating. This makes the set slightly stronger than daedric armor, while being considerably lighter.
A male Nord wearing Stalhrim fur armor
Name (ID) | Raw Materials | Delta | Ratio |
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Stalhrim |
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48px | Stalhrim Fur Armor (FExxx801) | 38 | 2200 | 48 | 6 | 1 | 3 | 30.7 | 931 | 5.21 | 1.73 |
48px | Stalhrim Fur Boots (FExxx800) | 7 | 450 | 19 | 4 | 1 | 2 | 1.8 | -416 | 1.35 | 0.52 |
48px | Stalhrim Fur Gauntlets (FExxx802) | 7 | 450 | 19 | 3 | 1 | 2 | 0.8 | -216 | 1.15 | 0.68 |
48px | Stalhrim Fur Helmet (FExxx803) | 7 | 1135 | 24 | 4 | 1 | 2 | 1.8 | 269 | 1.35 | 1.31 |
Totals: | 59 | 4235 | 110 | 17 | 4 | 9 |
A female Imperial wearing Stalhrim fur armor
Stalhrim Weapons[edit]
Name (ID) | Crit.
| Speed | Reach | Stagger | Raw Materials | Delta | Ratio |
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Stalhrim |
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Stalhrim Dagger (xx01cdb5) | 4.5 | 395 | 10 | 5 | 1.3 | 0.7 | 0 | 1 | 1 | 3.4 | 192 | 4.10 | 1.95 |
Stalhrim Sword (xx01cdb8) | 14 | 985 | 13 | 7 | 1 | 1 | 0.85 | 2 | 1 | 11.9 | 582 | 6.67 | 2.44 |
Stalhrim War Axe (xx01cdb9) | 16 | 1180 | 15 | 8 | 0.9 | 1 | 0.9 | 2 | 2 | 13.8 | 774 | 7.27 | 2.91 |
Stalhrim Mace (xx01cdb7) | 18 | 1375 | 16 | 8 | 0.8 | 1 | 1.1 | 3 | 1 | 14.9 | 772 | 5.81 | 2.28 |
Stalhrim Greatsword (xx01cdb6) | 21 | 1970 | 23 | 11 | 0.71 | 1.3 | 1.2 | 5 | 3 | 15.7 | 961 | 3.96 | 1.95 |
Stalhrim Battleaxe (xx01cdb4) | 25 | 2150 | 24 | 12 | 0.7 | 1.3 | 1.25 | 5 | 2 | 19.8 | 1144 | 4.81 | 2.14 |
Stalhrim Warhammer (xx01cdba) | 29 | 2850 | 26 | 13 | 0.6 | 1.3 | 1.35 | 5 | 3 | 23.7 | 1841 | 5.47 | 2.82 |
Stalhrim Bow (xx026231) | 15 | 1800 | 17 | 9 | 0.56252 | 13 | 0 | 3 | - | 15 | 1200 | 5.00 | 3.00 |
Stalhrim Arrow (xx026239) | 0 | 7 | 20 | N/A | 36004 | N/A | 1 Stalhrim + 1 Firewood = 24 Stalhrim ArrowsDG | -6 | -37 | 0.00 | 0.82 |
^1This issue has been addressed by the Unofficial Skyrim Patch; it changes the speed to 0.75.
^2The speed of a bow does not work like the speed of a melee weapon; see the Archery article for details.
^3While bows have a reach value, it is not used for anything - see the Archery article for details on determining the range of an arrow shot from a bow, and bash distance is independent of the weapon wielded.
^4While arrows have a speed value, this determines how quickly they travel, not the time between shots.
Achievements[edit]
One achievement is unlocked when you craft an item from stalhrim:
- Stalhrim Crafter (20 points/Silver)
Notes[edit]
- Stalhrim heavy equipment offers the most armor points per unit weight (102 armor, 59 weight, 1.73 armor per weight) of any forgeable heavy armor, and with only a 5% loss in overall defense compared to the best heavy armor, Daedric (108 armor, 81 weight, 1.33 armor per weight). Wolf Armor offers the most armor points per unit weight (72 armor, 32 weight, 2.25 apw), but with a significant loss of armor points compared to Stalhrim (29% less armor than Stalhrim, 33% less armor than Daedric); it is, however, the lightest heavy armor suit. Once you reach the armor cap better armor no longer helps you, so weight becomes the only meaningful factor; contrarily, the Conditioning perk and the Steed Stone make weight meaningless, so only armor matters. If you have both, your choice of heavy armor becomes purely aesthetic.
- If Deor Woodcutter or Fanari Strong-Voice are killed prior to completing A New Source of Stalhrim, you will never be able to learn to forge stalhrim yourself.
- Stalhrim items are frequently for sale from Solstheim vendors and always benefit from the Ebony Smithing perk when tempered, regardless of quest status.
- Stalhrim has no heavy shield; only the light variety exists. However, the weight class of a shield does not affect the game in any way.
- 10 pieces of stalhrim are needed for the Halbarn Favor Quest.
- 'Stál hrím' is Icelandic for 'steel frost'.
- Unlike in Bloodmoon, stalhrim in Skyrim cannot be used as an alchemy ingredient.
- Stalhrim weapons have higher stagger values (by 0.1) than weapons made of other materials, except daggers, bows, and arrows.
- When multiple effects are enchanted onto a Stalhrim weapon(via the Extra Effect perk), if one of the effects is Frost or Chaos Damage, any other Destruction effect will also be increased in effectiveness, even if it is not itself Frost-related. For example, a 32 point Drain Magicka effect will be boosted to 40 points when paired with any sort of frost damage effect, even a single point. This effect does not occur with armor.
- By default, stalhrim's 25% bonus on frost-related enchanting has no effect until you visit Raven Rock. If you acquire a stalhrim item before then, frost-related effects will not have the bonus, even after visiting Raven Rock.
Heavy | Iron •Steel •BonemoldDB •Steel Plate •VigilCC •Orcish •GoldenCC •Nordic CarvedDB •Ebony •Dragonplate •Spell KnightCC •MadnessCC |
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Light | Fur •Hide •Leather •Elven •Scaled •DarkCC •Glass •Netch LeatherCC •Dragonscale •AmberCC |
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Mixed | Corundum •Quicksilver •Dwarven •ChitinDB •StalhrimDB •Daedric |
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Other | Ancient Nord •DragonboneDG •Nord Hero •Falmer •Silver •Gold |
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Skyrim Se Bound Armory
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