Skyrim:Speech - The Unofficial Elder Scrolls Pages (UESP)

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Skill: Speech
Speech
Specialization:Stealth

The Speech skill (referred to as Speechcraft in the Console) allows you to more effectively persuade people and to barter with shopkeepers. Perks in this skill allow you to get better deals when trading, buy and sell any kind of item to any merchant, and make it more likely for a persuasion or intimidation attempt to succeed. The Speech skill tree has a total of 9 perks, requiring a total of 13 perk points to fill.

In-game Description: The skill of persuasion can be used to get better prices from merchants, and persuade others to do as you ask.

Contents

  • 1 Skill Perks
  • 2 Skill Usage
    • 2.1 Bribe Formula
    • 2.2 Intimidate Formula
    • 2.3 Persuasion Options
      • 2.3.1 Impossible to Fail
      • 2.3.2 Very Easy (10)
      • 2.3.3 Easy (25/18)
      • 2.3.4 Average (50/35)
      • 2.3.5 Hard (75/53)
      • 2.3.6 Very Hard (100/70)
    • 2.4 Prices
    • 2.5 Investor
  • 3 Skill Increases
    • 3.1 Character Creation
    • 3.2 Trainers
    • 3.3 Skill Books
    • 3.4 Free Skill Boosts
    • 3.5 Gaining Skill XP
  • 4 Achievements
  • 5 Dialogue
  • 6 Notes
  • 7 Bugs

Skill Perks[edit]

Speech Perk Tree Haggling (5 ranks): 0/20/40/60/80 Speech. Buying and selling prices are 10/15/20/25/30% better. Haggling Allure: 30 Speech. 10% better prices with the opposite sex. Allure Merchant: 50 Speech. Can sell any type of item to any kind of merchant. Merchant Investor: 70 Speech. Can invest 500 gold with a shopkeeper to increase his available gold permanently. Investor Fence: 90 Speech. Can barter stolen goods with any merchant you have invested in. Fence Master Trader: 100 Speech. Every merchant in the world gains 1000 gold for bartering. Master Trader Bribery: 30 Speech. Can bribe guards to ignore crimes. Bribery Persuasion: 50 Speech. Persuasion attempts are 30% easier. Persuasion Intimidation: 70 Speech. Intimidation is twice as successful. Intimidation Speech Perk Tree
Perk Rank Description ID Skill Req. Perk Req.
Haggling 1 Buying and selling prices are 10% better. 000be128
2 Buying and selling prices are 15% better. 000c07ce 20 Speech
3 Buying and selling prices are 20% better. 000c07cf 40 Speech
4 Buying and selling prices are 25% better. 000c07d0 60 Speech
5 Buying and selling prices are 30% better. 000c07d1 80 Speech
Allure 10% better prices with the opposite sex. 00058f75 30 Speech Haggling
Merchant Can sell any type of item to any kind of merchant.† 00058f7a 50 Speech Allure
Investor Can invest 500 gold with a shopkeeper to increase his available gold permanently.‡ 00058f7b 70 Speech Merchant
Fence Can barter stolen goods with any merchant you have invested in. 00058f79 90 Speech Investor
Master Trader Every merchant in the world gains 1000 gold for bartering.¥ 001090a5 100 Speech Fence
Bribery Can bribe guards to ignore crimes. 00058f72 30 Speech Haggling
Persuasion Persuasion attempts are 30% easier. 001090a2 50 Speech Bribery
Intimidation Intimidation is twice as likely to be successful. 00105f29 70 Speech Persuasion
The Merchant perk also allows you to buy any item from a merchant's inventory. One implication is that various bugged alchemy ingredients that normally cannot be purchased become available, making some ingredients much easier to find. Some merchants have the dialogue allowing you to Invest with them, but doing so does not result in any permanent change in the merchant's available gold. This bug is noted on the pages of individual merchants for whom it applies, and on the general merchants page, which also lists which merchants do or not allow investment - most do not. ¥The Master Trader perk increases most merchants' gold by 1000; see the merchants page for a listing of which ones.

Skill Usage[edit]

Your Speech skill determines the chance of successfully being able to get information out of an NPC using intimidation or persuasion. These Speech Challenges will be provided as options during certain dialogues. You can temporarily boost your character's effective Speech skill by activating a Shrine of Dibella; acquiring the Gift of Charity buff; drinking a Potion, Draught, Philter, or Elixir of Glibness; and equipping items that boost Speech, such as an Amulet of Dibella, the Amulet of Articulation, or the Masque of Clavicus Vile. These buffs stack, but they have different durations, so plan accordingly.

Special dialogue options include:

  • Persuade: influence someone by reasoning with them. Chances of success depend solely upon your Speech skill.
  • Intimidate: influence someone by threatening them. Success depends on the player's "scariness" being higher than the NPC's "scariness", determined by a formula.
  • Bribe: influence someone by giving them money. A formula calculates the required gold amount, a successful bribe therefore depends on having the necessary amount of gold.

Your Speech skill also affects merchant prices; prices can be further improved using some of the Speech skill perks, barter potions or enchanted equipment.

The base rate for buying/selling is based solely on your Speech skill and any perks or Fortify Barter effects are applied to prices afterwards.

Bribe Formula[edit]

NPC Morality = (NPC Morality Actor Value * fBribeMoralityMult) + 1.0 v11 = ((NPC Actor Level * fBribeNPCLevelMult) + Player Level) - (((Player Speech Actor Value - NPC Speech Actor Value)) - 100.0) * fBribeSpeechCraftMult) bribeValue = (v11 ^ fBribeCostCurve) * (fBribeScale * NPC Morality)

Intimidate Formula[edit]

Player's Scariness = Player Level × (1.0 + max(-1.0, (Player Speech Actor Value - NPC Speech Actor Value) ÷ 100)) ^ fIntimidateSpeechcraftCurve game setting NPC's Scariness = NPC Level x fIntimidateConfidenceMult___ game setting

Replace ___ with the NPC's confidence level (there is a game setting for each possible confidence level).

The player's scariness can also be modified by perks with the "Mod Player Intimidation" perk entry point.

Persuasion Options[edit]

What follows is a list of all persuasion attempts that can be made in Skyrim. Spoilers in this list are intentionally kept very minor. All speech challenges fall into one of five categories: Very Easy, Easy, Average, Hard, and Very Hard. Their skill requirements to pass are 10, 25, 50, 75, and 100, respectively. Possessing the Persuasion perk reduces the requirements on all but Very Easy challenges by 30%, dropping them to 10, 18, 35, 53, and 70, respectively. Wearing the Amulet of Articulation allows you to succeed at any persuasion check in the game regardless of skill.

Note that although certain Speech checks are marked as impossible to fail, the lowest Speech level attainable is 15, meaning all Very Easy checks are, in essence, also impossible to fail.

Impossible to Fail[edit]

Vanilla Game

  • Before the Storm, convincing the Whiterun Guard to let you into Whiterun.
  • Delayed Burial, persuade Vantus Loreius to help Cicero, or persuade Pale Hold Guard to scold Cicero.
  • A Daedra's Best Friend, getting Lod to pay you 25 gold before searching for the dog.
  • With Friends Like These..., getting the captives to reveal information about themselves.
  • Recipe for Disaster, intimidating Anton Virane to reveal information.
  • The Taste of Death, getting the Markarth Hall of the Dead Key from Brother Verulus.
  • Getting information on the meadery from Ungrien.

Creation Club

  • A Matter of Pride, persuading Lars Battle-Born to give you Sivdur's Amulet. CC
  • Gambler's Edge, persuade Armor Collector by choosing option "You know what you did. I just want to hear you say it." CC

Very Easy (10)[edit]

Vanilla Game

  • The Forsworn Conspiracy, getting Margret to reveal information.
  • Persuading a shakedown bandit to leave you alone for 50 gold.
  • Convincing the toll bandit near Valtheim Towers to let you pass for paying only 50 gold.

Dawnguard

  • Getting a free sample from the Dealer at Redwater Den. DG

Creation Club

  • Fortunate Son, sell the Spiked Sujamma to Kleppr for 5 gold. CC

Easy (25/18)[edit]

Vanilla Game

  • The Black Star, convincing Nelacar that a priestess of Azura sent you.
  • Caught Red Handed, getting the Mark of Dibella from Hofgrir Horse-Crusher.
  • Compelling Tribute, getting gold from Anuriel.
  • Compelling Tribute, getting gold from Raerek.
  • A Cornered Rat, convincing Esbern to open his door.
  • Diplomatic Immunity, Getting the Thalmor guard to leave his post.
  • The Forsworn Conspiracy, getting information on Weylin from Mulush gro-Shugurz.
  • The Forsworn Conspiracy, getting Weylin's Key from Garvey.
  • No One Escapes Cidhna Mine, getting skooma from Duach.
  • Good Intentions, getting the Augur of Dunlain's location from Mirabelle Ervine.
  • Promises to Keep, getting Sibbi's key.
  • Promises to Keep, persuade Louis Letrush to both give the gold reward and let you keep Frost.
  • The Raid, getting Wujeeta to reveal where she gets skooma.
  • Season Unending, convincing Ulfric to join the peace talks.
  • The Taste of Death, getting Brother Verulus to follow you.
  • Tending the Flames, the first persuasion option when rewriting King Olaf's Verse.
  • After A Night To Remember, convincing Deep-In-His-Cups to accept a lower payment.
  • A Few Words with You, convincing Irnskar Ironhand to forgive Octieve San's gambling debt.
  • A Few Words with You, convincing Mikael to leave Carlotta alone.
  • A Few Words with You, convincing Mulush gro-Shugurz to treat his workers better.
  • A Few Words with You, convincing Ranmir to pay his debt to Haran.
  • A Few Words with You, convincing Roggi Knot-Beard to accept Iddra's charity.
  • A Few Words with You, convincing Torbjorn Shatter-Shield to pay his Argonian workers fair wages.
  • No News is Good News, convincing Captain Aldis to provide information about Angeline Morrard's daughter.
  • The Spiced Wine, convincing Vittoria Vici to waive the fee for Evette.
  • Erik the Slayer (quest), getting Erik's father Mralki to purchase armor for his son.
  • The Mind of Madness, convince Una or Erdi to give Pelagius Wing Key.
  • Cooling down Dirge when talking about his name.
  • Convincing Riften's guard jailor that you're allowed to be wandering the jail.
  • Getting Ghorbash the Iron Hand to join you as a follower.
  • Getting information from Maul.
  • Getting the Riften guards at the main gate to let you in.
  • Having Lynly Star-Sung in Ivarstead play you a song for free.

Dawnguard

  • Selling Elder Scrolls to Urag gro-Shub for 3000 gold. DG

Dragonborn

  • Dragonborn, convincing Gjalund Salt-Sage to ferry you to Solstheim for free. DB
  • Recruiting Frea to join you as a follower. DB

Creation Club

  • Gambler's Edge, persuade Armor Collector by choosing option "Riften is dangerous. You need to leave before something happens." CC
  • The Restless, persuade Imperial Soldier in Castle Dour Dungeon to open the jail cell door. CC

Average (50/35)[edit]

Vanilla Game

  • Buy Dwarven artifact, getting Calcelmo to pay you more.
  • Caught Red Handed, convincing Indaryn to give you the Mark of Dibella.
  • Caught Red Handed, convincing Bolli to give you the Mark of Dibella.
  • Diplomatic Immunity, convincing Elisif the Fair to create a distraction.
  • Diplomatic Immunity, convincing Igmund to create a distraction.
  • Diplomatic Immunity, convincing Ondolemar to create a distraction.
  • Diplomatic Immunity, convincing Siddgeir to create a distraction.
  • Diplomatic Immunity, convincing Vittoria Vici to create a distraction.
  • The Fallen, convincing the Jarl of Whiterun to let you use Dragonsreach to capture a dragon.
  • A False Front, getting the innkeeper to tell you where the Imperial Courier is.
  • A False Front, getting the innkeeper to tell you where the Stormcloak Courier is.
  • The Forsworn Conspiracy, getting the key to Margret's room from Kleppr or Frabbi.
  • The Forsworn Conspiracy, getting Rhiada to let you in to see Thonar Silver-Blood.
  • No One Escapes Cidhna Mine, getting Borkul the Beast to let you in to see Madanach.
  • Hitting the Books, convincing The Caller to let you take the books and leave.
  • The House of Horrors, convincing Logrolf that Boethiah sent you.
  • The Lover's Requital, getting Lynly to admit her true identity.
  • A Night To Remember, getting Senna to reveal your next destination without cleaning the temple.
  • A Night To Remember, getting Ysolda to reveal your next destination without getting her ring back.
  • Sanuarach Mine, convincing Atar to leave Karthwasten.
  • Sanuarach Mine, convincing Ainethach to sell the mine.
  • Season Unending, convincing General Tullius to join the peace talks.
  • Tending the Flames, the second persuasion option when rewriting King Olaf's Verse.
  • Stabilized, convincing Sapphire to forgive Shadr's debt.
  • Convincing Borgakh the Steel Heart to join you as a follower.
  • Convincing Drahff and Hewnon to leave you alone in the entrance of the Ratway.‡
  • Convincing a random thief to leave you alone.
  • During a random encounter with a would-be mage, convincing him to give you his staff.
  • During a random encounter with a mercenary, convincing them to give you the location they were heading to.
This persuasion challenge was cut from the game. These NPCs (Drahff and Hewnon) are instead always hostile to you.

Dawnguard

  • Hunting the Monster, convincing a friend to help you find a vampire. DG
  • Lost to the Ages, convincing Katria you are strong enough to handle Arkngthamz. DG
  • A New Order, convincing Sorine Jurard to join Dawnguard without getting her a gyro. DG
  • Hide and Seek, intimidating the vampire into following you. DG
  • Prophet, getting a carriage driver or innkeeper to give you information on the priest for free. DG

Dragonborn

  • A New Source of Stalhrim, convincing Ancarion to peacefully give you the map. DB
  • Feeding the Addiction, convincing Geldis Sadri to allow Bralsa Drel back into The Retching Netch. DB
  • Convince Nikulas to stay in Skaal Village, convincing Nikulas to stay in Skaal Village. DB

Creation Club

  • Interception, convincing Azadi to back off. CC
  • The Gray Cowl of Nocturnal, convincing Nivenor to give you 100 gold, Bolli's House Key and Nivenor's Strongbox Key. CC
  • Fortunate Son, sell the Spiked Sujamma to Kleppr for 50 gold. CC
  • Battle of the Champions, convince Legate Adventus Caesennius to let you fight as Imperial Champion. CC
  • Interception, convince Azadi to leave without a brawl. CC
  • Interception, convince Fijeh to pay you 800 gold instead of 400 gold. CC

Hard (75/53)[edit]

Vanilla Game

  • A Cornered Rat, getting Dirge to tell you the location of Esbern.
  • A Cornered Rat, getting Vekel the Man to tell you the location of Esbern.
  • A Cornered Rat, getting Brynjolf to tell you the location of Esbern.
  • A Night To Remember, convincing Ennis to reveal your next destination without finding his goat.
  • Dampened Spirits, getting Sabjorn to pay you half before the job.
  • Hard Answers, tricking Calcelmo into giving you the key to the museum.
  • Loud and Clear, getting the key from Aringoth.
  • Missing In Action, getting information on Thorald Gray-Mane's location from Idolaf Battle-Born.
  • Onmund's Request, convincing Enthir to give you the amulet for free.
  • Pieces of the Past, getting the hilt from Jorgen.
  • The Pursuit, convincing Vald to leave his guard post.
  • Season Unending, convincing your favored side to accept a minor hold.
  • Scoundrel's Folly, getting information from Gulum-Ei.
  • Summerset Shadows, getting Niranye to tell the truth.
  • Convincing a guard to ignore minor crimes.
  • Convincing Markarth guards to leave you alone, but even then you will still be taken to Cidhna Mine; it is one of the few speech checks in the game that always fails regardless of skill.
  • During a random encounter with an adventurer who calls you a milk drinker, backing away from the fight.

Dawnguard

  • Hide and Seek, convincing the vampire to follow you. DG
  • Getting second free sample from the attendant at Redwater Den. DG
  • The Hunt, persuade the target to coming with you. DG

Dragonborn

  • A New Debt, convincing Drovas Relvi to give you 250 gold to help pay off the debt to Mogrul. DB
  • A New Source of Stalhrim, convincing Ancarion to let you sell Stalhrim equipment to him. DB

Creation Club

  • Interception, convince Fijeh to pay you 1600 gold instead of 400 gold. CC
  • Interception, convince Fijeh to pay you 800 gold. CC

Very Hard (100/70)[edit]

Vanilla Game

  • Convincing Faralda to let you join the College of Winterhold without taking a test.

Creation Club

  • The Gray Cowl of Nocturnal, convincing Gisli to give you the land title and deed. CC
  • More Than You Can Chew, convincing the Riekling Tribe Leader to give you the book Crafting with Netch Leather. CC
  • Fortunate Son, convincing the Cuinanthil to believe someone is trying to rob him. CC

Prices[edit]

Prices are computed by the following:

The Base Price Factor is calculated by your skill level; each skill rank reduces the price factor by .013 by default, and skill levels over 100 have no effect:

price factor = fBarterMax - (fBarterMax - fBarterMin) * min(skill,100)/100 price factor = 3.3 - 1.3*min(skill,100)/100 price factor = 3.3 - .013*min(skill,100)
  • fBarterMax default is 3.3, fBarterMin default is 2.0 (defines a base vendor-selling-range of 200% to 330% of an item's base value, and a vendor-buying-range of 30% to 50%).
  • the function min(x,y) return the smallest of two or more arguments (here, [skill-level] or [100]).

The modified Price Factor depends on perks and Fortify Barter bonus:

sell price modifier = HagglingS * AllureS * (1 + Fortify Barter from potion) * (1 + the sum of Fortify Barter from equipment + Fortify Barter from Blessing of Zenithar) buy price modifier = HagglingB * AllureB * (1 - Fortify Barter from potion) * (1 - the sum of Fortify Barter from equipment - Fortify Barter from Blessing of Zenithar)

The final price combines the two Price Factors and rounds to the nearest whole number:

sell price = round(value of item * sell price modifier / base price factor) buy price = round(value of item * buy price modifier * base price factor)

HagglingS = 1.10 at Rank 1, 1.15 at Rank 2, 1.20 at Rank 3, 1.25 at Rank 4, 1.30 at Rank 5. AllureS = 1.10

HagglingB = 0.91 at Rank 1, 0.87 at Rank 2, 0.83 at Rank 3, 0.80 at Rank 4, 0.77 at Rank 5. AllureB = 0.91

Buying multipliers are the reciprocal of the respective selling multiplier, but rounded to two decimal places (a percentile). Do not use unrounded (untruncated) values, as it will yield incorrect results. (For example, at rank 2, HagglingB is 0.87. 1/1.15 is actually slightly less than 0.87, so using the full (untruncated) value may get you a lower-than-actual buying multiplier.)
  • At 0 skill and no perks, the final price factor is 3.3 for buying and 0.303 for selling.
  • At 15 skill and no perks, the final price factor is 3.10 for buying and 0.322 for selling.
  • At 100 skill and no perks, the final price factor is 2 for buying and 0.5 for selling.
  • At 100 skill and all haggling perks, the final price factor is 1.54 for buying and 0.65 for selling.
  • At 100 skill and all perks, including Allure, the final price factor is 1.4014 for buying and 0.715 for selling.
  • Trade price cap: (max sell price = value * 1.00), (min buy price = value * 1.05).

Skill levels over 100 have no effect.

Investor[edit]

Investing 500 gold into a business with the Investor perk immediately increases their current gold by 500. Investing is as simple as speaking to a merchant NPC and selecting the 'I want to invest in your business' option. This can only be done at the same time of day as they would normally allow sales.

All merchants who are available for investments are identified in the notes column on the Merchants article.

Skill Increases[edit]

Character Creation[edit]

The following races have an initial skill bonus to Speech:

  • +5 bonus: Breton, Nord

Trainers[edit]

  • Dro'marash with the Khajiit Caravans (Common)
  • Revyn Sadri in Windhelm (Common)
  • RonthilDG in Volkihar Keep (Expert)
  • Ogmund in Markarth (Expert)
  • Giraud Gemane of the Bards College in Solitude (Master)

Skill Books[edit]

  • 2920, Second Seed, v5
  • A Dance in Fire, v6
  • A Dance in Fire, v7
  • Biography of the Wolf Queen
  • The Buying Game

Free Skill Boosts[edit]

  • +1 Speech reward (as well as +1 to all other Stealth skills) from Inge Six Fingers (Bards College) for completing the quest Finn's Lute.
  • +1 Speech reward from Malur Seloth (Winterhold) for completing the quest Some Light Theft
  • +1 Speech reward from Ysolda (Whiterun) for completing the quest Rare Gifts
  • +2 Speech reward from Azzadal for jumping off of Bard's Leap Summit. Jump from opposite the Word Wall in Lost Valley Redoubt off the bridge that extends over the waterfall for Azzadal to appear.
  • +5 Speech 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]

  • Trading with merchants will increase the Speech skill. The amount of skill progress gained is based on the actual value of the item, rather than the amount for which it is bought/sold. Skill progress is not limited by the merchant's available gold.
However, if you trade multiple units of an item at the same time, you will only gain experience equivalent to trading a single unit; for optimal leveling, sell each item one at a time and sell expensive items (e.g. if you have 89 plates and you want to maximize skill gain, you must sell them one at a time instead of all together; it's important to note that you do NOT need to press Esc to exit the merchant's trading window then talk to him again for every plate you have to sell—you should sell them all in a single "transaction", but one at a time).
  • On PC This is fixed by the mod Bug Fixes SSE.
  • Fortify Speech and Barter allow for more items to be purchased for a given amount of gold, which increases skill gains.
  • Successful Persuade, Intimidate, and Bribe attempts in conversations will also increase the skill.
  • Barter with skill trainers that sell items (trainer-merchants). At higher levels (51 and up) buying 5 training sessions from a trainer-merchant will cost a minimum of 8,200 gold. This will temporarily buff the amount of gold that the trainer-merchant has on hand by the amount of gold used for training sessions. Then you can sell items to the trainer-merchant. At the highest levels you can trade 28,000 worth of items in a single visit if you have saved a level up prior to training (this allows 5 training sessions, a level up, then another immediate 5 sessions). This can require a lot of gold on hand and you should avoid allowing the trainer-merchant to accumulate more than 32,767 gold due to a bug with merchant banks.
  • One method for those who have a very large amount of money is to don your best haggling apparel (e.g. Guild Master's Hood and a Necklace of Haggling), go to the local fence and sell/rebuy your most expensive weapons (e.g. a pair of Legendary Blades of Woe) repeatedly until your skill increases to the desired level.[verification needed — see talk page] As you will lose money (the amount varies based on perks and equipment) with every sell/buy cycle, the merchant will end up with a vast quantity of gold if you continue the exercise for long enough. At this point you can sell all your more expensive items (i.e. those items which will normally cost the merchant most of their gold) as well as any others to the merchant until they are back down to 0 gold, or you have run out of items to sell.
  • One way to train this skill without spending money is to commit a crime with a very low bounty, such as trying to pick a lock one time or stealing an item with a value of less than 10 gold. When your bounty is 5 gold or less, guards may ignore such crimes unless you speak to them. In dialogue, you may get a Persuasion option for the guard to overlook your crime. If you fail the persuasion check with such a low bounty, the guard may ignore the crime anyway. By speaking with and persuading every guard you encounter (except the one who witnessed the crime), your Speech will go from 50 to 100 in 10-15 visits to the town. A bounty of 10 gold may be too high to use this technique. Take note, however: this requires at least 53 Speech (with the Persuade perk) to work; alternately, if you have the gold to spare, you can bribe the guards repeatedly for the same benefit. [verification needed]
  • The Fortify Restoration or Fortify Alchemy/Enchanting exploit can be used to acquire items of extremely high value, which when sold will grant immense boosts to the Speech skill.
  • Speech is one of two skills which has a different Console ID than the name, the other being Archery. The actual Console ID for Speech is Speechcraft. For example, the Console code for improving Speech is AdvancePCskill Speechcraft <#>.
  • There are some quests that can repeatedly persuade NPC by exiting the dialogue after the persuasion and before quest stage advances. For example, No News is Good News, The Black Star, Buy Dwarven artifact, and Hard Answers.

Achievements[edit]

Achievements related to the Speech skill are:

  • SR-achievement-Snake Tongue.png Snake Tongue (10 points/Bronze) — Successfully persuade, bribe, and intimidate

Dialogue[edit]

When you reach a high level in this skill, guards will sometimes comment:

  • "Don't think you can barter with me like I'm one of those damned shopkeepers."
  • "Heard about you and your honeyed words."

Notes[edit]

  • Although the favor quests Gather Wheat, Chop Wood, and Mine Ore pay you and improve the dispositions of their quest givers, you won't gain any Speech XP for completing them. In addition, the amount of money you'll make for doing them is fixed, regardless of how high or low your Speech skill is.
    • Likewise Quest all Beggars Have and Quest all Drunks Have also improve the disposition of their quest givers, but also don't give you any Speech XP for completing them.

Bugs[edit]

  • The Investor perk may prevent merchants you invest with from receiving the extra gold properly.
    • The Official Skyrim Patch, version 1.9, fixes this bug.
  • If you raise a merchant's gold to 32,768 it will freeze. It will continue to allow you to sell your items, but you will not receive any gold.
    • To reset, wait the 48 hours for an inventory refresh. You can also save, attack the merchant, and load; this refreshes their inventory, and is much faster.
  • Some of the merchants may "forget" that you invested in their shop and lose the option for having extra buying gold. This appears to affect female alchemy merchants much more than male merchants or merchants of general goods stores (e.g. Angeline's Aromatics in Solitude will never remember an investment).
    • PC Only The Unofficial Skyrim Patch, version 1.1, fixes this bug.
  • Selecting the Fence perk may allow you to sell stolen goods to any merchant, not just those you have invested in as the perk description states.
  • When resetting your Speech skill, you still retain your ability to invest in merchants, without having to have that perk or having a speech skill high enough to be able to get this perk. This is also true for Master Trader—all related merchants will still have 1000 more gold even after you lose the perk.
  • When resetting your speech skill, you still retain the bonus to persuasion from the persuasion perk ?
  • You can repeatedly persuade Ungrien to tell the truth about Maven Black-Briar, and increase your Speech skill. This works all the way up to 100.
    • The Official Skyrim Patch, version 1.9, fixes this bug.
  • If you invest 500 gold into the Riverwood Trader (using the Investor perk), regardless of if it's operated by Lucan Valerius or Camilla, it adds 10,000 gold instead of 500 gold to their inventory.
    • The Official Skyrim Patch, version 1.9, fixes this bug.
  • Each rank of the Haggling perk delivers inconsistent results on prices. Specifically, Rank 1 only gives you a 9% discount when it should be 10%. Rank 2 only gives you a 13% discount when it should be 15%. Rank 3 only gives you a 17% discount when it should be 20%. Rank 4 only gives you a 20% discount when it should be 25%. Rank 5 only gives you a 23% discount when it should be 30%.
    • PC Only The Unofficial Skyrim Patch, version 1.2.6, addresses this issue. The purchase prices were using incorrect decimal values to produce the expected discounts.
    • All of the selling bonuses on these perks are correct regardless whether you have the patch or not.
  • During Recipe for Disaster, you can exit dialogue with Anton Virane before telling him he needs to die, then restart the conversation and intimidate him over and over again, for unlimited Speech experience.
    • PC Only The Unofficial Skyrim Patch, version 1.3.2, fixes this bug.
  • During Stabilized, Sapphire has speech options, but none of them perform the proper checks to see if you could succeed. This makes persuading her always succeed by default, no matter what level of Speech you have.
    • PC Only The Unofficial Skyrim Patch, version 2.0.4, fixes this bug.
  • Allure only provides a 9% bonus when buying items instead of a 10% bonus as is stated in the description.
    • PC Only The Unofficial Skyrim Legendary Edition Patch, version 3.0.11, fixes this bug.
  • Investor perk dialogue does not use the correct condition checks to determine the amount of gold you need to be able to invest.
    • The Unofficial Skyrim Special Edition Patch, version 4.2.4, fixes this bug.
  • The speech check for the gate guards at Riften may always succeed due to a bad dialogue condition and/or mismatch in the latter.
    • The Unofficial Skyrim Special Edition Patch, version 4.2.5, fixes this bug.
  • When resetting your speech skill, you permanently lose the ability to bribe guards to ignore crimes, even if you re-acquire the perk. ?
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Skills
Combat Archery • Block • Heavy Armor • One-handed • Smithing • Two-handed
Magic Alteration • Conjuration • Destruction • Enchanting • Illusion • Restoration
Stealth Alchemy • Light Armor • Lockpicking • Pickpocket • Sneak • Speech

Tag » Where To Buy Speech Training In Skyrim