Skyrim talk:Slow Time

What Does It Affect?Edit

Does anyone know if Slow Time affects durations of spells or potions?

In other words, if I were to shout Slow Time and imbibe a potion of Fortify Enchant which normally lasts 30 seconds, would it last longer then? -- 18:48, 31 December 2011 (UTC)

Yes, it does. --Pushasha 17:01, 6 January 2012 (UTC)
Are you sure about that? In the active effects list, the number of seconds remaining on the slow time effect seems to decrease at the same rate as that of a buff potion. That is, you drink the potion and cast the shout, check it, then a few seconds later check it again, and the number of seconds elapsed is the same for both effects. I checked with slow time and a draught of destruction. — Unsigned comment by (talk) at 06:52 on 21 January 2012‎‎ (GMT)

Slow Time and Steady HandEdit

Just as an additional note, whilst under the effect of the Slow Time shout, you cannot use the zoom (Eagle Eye) with your bow. At least not with the Steady Hand Perk. This is most likely to prevent excessive time slowing. Whether or not it can be done without the perks would remain to be tested. 17:10, 8 January 2012 (UTC)

I noticed this as well today and added a small note on this to the archery page, and tested all levels of Steady Hand. You cannot zoom while under the effect of Slow Time, period. A bit irritating, really. Seems like a check could have been implemented on one or both of the slow time effects to keep them from overlapping. I'm going to put a note here as well, I would have liked to have known this a bit sooner. -- 01:51, 18 October 2012 (GMT)


It seems the magnitude of this shout increases based on how many words are used. It seems like rank 3 slows enemies considerably more than rank 1. Can anyone confirm that this is more than just my perception? — Unsigned comment by (talk) at 23:29 on 20 January 2012‎ (GMT)

Generally speaking, the power of a shout is increased when you learn more of their words, e.g. 'fus' will stagger an enemy slightly, 'fus ro' will knock them to their knees.--Admos 23:33, 20 January 2012 (UTC)
I realize this is the case for some shouts, such as unrelenting force and fire breath. However, other shouts do not seem to benefit in 'magnitude' based on the number of words shouted. For example, Aura Whisper doesn't seem to let you detect npcs from any further away, or to any greater resolution, or have any other benefit other than a longer duration based on the power level of the shout. This is why I was asking whether Slow Time had a more powerful slow effect at rank 2 or 3 or if it was just my imagination. — Unsigned comment by (talk) at 06:47 on 21 January 2012‎ (GMT)

Second word wall teaching third wordEdit

This bug is already being discussed in Hag's End with a makeshift solution suggested, however I believe I have found exactly where the problem lies. I do not know what causes this bug, but I believe it is not related to which wall the player visits first. In my game, upon visiting the world wall in Hag's End, after getting the first word from Labyrinthian, I noticed the wall was displaying the THIRD word of the shout, not the second (easy to verify, as the second word has 3 letters and the third has 2). Accordingly, after learning the word from the wall and adding the second word of the shout using the console, the third word appeared as well (it doesn't appear if you don't have the second word). This bug happened because the global variable WWSlowTime was set to 2. This variable indicates how many word walls for that shout you have visited. WHICH word walls you have visited is saved somewhere else. So after having only visited the world wall in Labyrinthian, the variable was set to 2 instead of 1, making the next word wall teach the third word instead of the second. To fix this, type "Set WWSlowTime to 1" (without quotes, upper case optional) BEFORE you learn the word from the second word wall. If you're in front of the wall already, you'll need to reload the cell by going somewhere else and back, or saving and reloading, for the wall to teach the right word.

As I said, the causes and circumstances that create this bug are unknown to me and this fix is only supposed to put the things in the right order. If you already learnt the third word from the second wall and added the second word using the console, the third wall will not work and the sound of the word coming out of the wall will persist in both walls (the fix corrects this problem too). If anyone can verify if this bug always happens or is triggered by something specific, I'll be glad. Also if an experient editor could add the fix to the shout page and to the pages of the places where the word walls are would be very nice. For now I'll remove the bug section from Hag's End as it's not a good fix for this problem.-- 20:26, 3 February 2012 (UTC)

I reverted your removal of the bug section from Hag's End because the bug is still relevant to the page and in a place which is easy for users to find via Search (especially if they don't know that the Word Wall at Hag's End teaches part of the Slow Time shout). I linked to this discussion from the Talk page, however, so that users may try to get to the bottom of this with you. If anything should be removed from the Hag's End Page, it should be the possible solution, though I'm not sure it should be removed since I don't know anything about using the console. Alphabetface 23:34, 3 February 2012 (UTC)
For what it's worth: I already knew the first 2 words of the Slow Time shout, and got to the wall in Hag's End. ShowGlobalVars shows my WWSlowTime is set to 4. Something else must be messing with this counter. Krag 22:46, 5 March 2012 (UTC)
Addendum: I went out of the door in the same room as the word wall, leading to the altar on top of Deepwood Vale; in the console I typed "Set WWSlowTime to 2", re-entered and the wall performed as intended. Thanks for the tip on the WWSlowTime var. Krag 22:59, 5 March 2012 (UTC)
Thank's for the tip, I had WWSlowTime set to 3 (checked by typing help "WWSlowTime" 3 in the console) when I knew only two words. I lacked the Korvanjun's word wall which was bug. After typing WWSlowTime Set to 2 and re-entered the cell with the wall, I could learn the third word. 16:12, 8 May 2012 (UTC)

() This is what i did in order to make things right: in my case, the word itself didn't appeared on the wall and i only heard the sounds coming from it. To solve this i entered the door on the right and then came back in the room with the wall. Then i went back from the other door (the one wich you pass through the first time you go inside the room) and went in the other room, where you find the chain to pull in order to make the gates open. At the left of the chain there is a master level gate to lockpick. apparently there is no use in lockpicking it, but if you do, the word will appear on the wall. It worked for me. I hope it do works for you too. (sorry for my english) 17:31, 8 October 2012 (GMT)

Hovering Weapons?Edit

Whenever I kill an enemy while under the effects of Slow Time, their weapon usually just hovers in air instead of falling to the ground. Has anyone else experienced this? --Razorsoup 22:58, 21 February 2012 (UTC)

How much is the player slowed?Edit

So the player isn't slowed as much as the enemy but does anyone know how much the player is slowed by? --Valadez 16:39, 11 June 2012 (UTC)


The Stability perk alters the duration of the Slow Time shout. Tested first word, counted out 12 seconds instead of the normal 8. Spiegel1 (talk) 00:38, 30 November 2012 (GMT)

Slow time + Lightning StormEdit

I've noticed targets take no damage from lightning storm while slow time is active. Has anyone else noticed this? 21:55, 10 January 2013 (GMT)

This might happen because Lightning Storm deals damage per second. While in Slow Time, one second lasts a lot longer, and the damage will take a while to fully register. Definitely not the best spell to use during the effect.-- 00
09, 23 March 2013 (GMT)

slowtime+ice stormEdit

ice storm acts weird during slowtime, you can take extremely high damage from your own ice storm and enemies caught in it dies extremely quickly — Unsigned comment by Dawn (talkcontribs) at 02:27 on 1 March 2013‎ (GMT)

Slowed MenusEdit

While under the effect of slow time, I've encountered the book menu to be slown down while changing pages. I suspect the same for the lockpicking menu, but haven't tested it so far. -- SarthesArai Talk 18:15, 1 June 2013 (GMT)

Possible similarity.Edit

Tiid(time in dragon's language) sounds similarly to "tid" which is time in Swedish. 17:50, 15 October 2013 (GMT)

That's not surprising, as the dragon language is based on the Scandinavian languages. Xolroc (talk) 20:29, 15 October 2013 (GMT)

Alteration PotionsEdit

Potions of Fortify Alteration increase the Slow Time duration. This stacks multiplicatively with the Stability perk. For example, (Stability) + (Elixir of Alteration) + (3-word Slow Time) = a whopping 48 seconds (by wall-clock time) of slow-time. Lid-Mop (talk) 14:21, 27 July 2014 (GMT)

shorter durationEdit

I noticed that my slow time's duration lasts for 11 seconds using only two words of the shout with the stability perk (7 seconds without the perk) contrary to the description of 12 seconds. — Unsigned comment by (talk) at 13:33 on 24 May 2015 (GMT)

Slow Time conflicts with Weakness effectsEdit

I don't want to put this under the bugs section because it's an extremely rare problem that tends to occur more with mods that add spells with weakness effects. When under the effects of Slow Time, weakness effects on enemies will not take effect properly, and they will still take normal damage from the element they're supposed to be weak to. This is most noticeable when using a poisoned weapon with a weakness effect. It's likely due to a game engine limitation, and is something you should be aware of if you use these effects. FrozenWolf150 (talk) 08:13, 5 February 2016 (UTC)

Slow time bug?Edit

On some rare occasions Slow Time never stops, Usually it happens whenever I use all three words, Has anyone else ever had This problem?Werewolfvampirre (talk) 02:42, 6 September 2018 (UTC)

Funky Slow Time Words RevisitedEdit

After experiencing the second/third word bug myself, I took a look into it. I can't find a clear-cut cause for it, but it looks like Labyrinthian is the source of the problem. On rare occasions, the word wall seems to trigger twice, showing the Word Learned message both times, but only actually giving you one word. Nevertheless, it counts as though you'd learned two words, and the behaviour of the other walls in Korvanjund and Hag's End then becomes erratic. I've filed a bug report with the USSEP people, but for now, I'm not adding that info to the page, since the specific cause is still fairly muddy. Robin Hood  (talk) 06:23, 10 January 2020 (GMT)

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