The official SKYRIM thread!

Yeah, if it were fully realized, i'd be all in. I've never played WoW or GW, but it seems that's the route their going with. It all looks a little cartoony to me.
 
Yup.

Never, ever trust a follower with a ranged weapon. They get you into all sorts of shit.

Serious value in this tip. I can guarantee that if you put yourself between a follower and whatever you are fighting, they will shoot you first. About the only way out of it is to one shot your target by any means necessary. This is the primary reason I avoid melee and play with either arrows or magic with a follower.
 
Serious value in this tip. I can guarantee that if you put yourself between a follower and whatever you are fighting, they will shoot you first. About the only way out of it is to one shot your target by any means necessary. This is the primary reason I avoid melee and play with either arrows or magic with a follower.

*sigh*

I never learn. I gave them each a Staff of Paralysis...my follower, and my two Dead Thralls.

This time, it ended up as a hilarious bar-brawl between all three of them. Wish I had gotten it on video. It was better than watching reruns of "The Three Stooges".
 
So...anyone playing this fine evening?


If you are, here's another tip for you, and one that reaps huge benefits in the early game:

Don't forget about the Atronach Forge!!!!

It's really easy to forget about, since there aren't a ton of missions that take you into The Midden (the area below The College of Winterhold), but it can provide you with some very, very useful stuff early in the game.

For instance: one Broom, one soul gem (Greater size or above, and it doesn't need to be filled), one Void Salts and one Orichalcum Ingot will get you a Staff Of Conjure Storm Atronach...which is an immensely powerful weapon to have early on in the game.

If you're able to find two of each ingredient, you can give one staff to your follower, and keep the other one. All of a sudden, your party has doubled from two to four (temporarily), and it takes a good deal of the enemies' focus away from you. They've got to now deal with two angry Storm Atronachs.


They can also be sold for a wicked profit, so if you're training with one of the Mages from the college, but you're running short of loot, it's a great way to keep the money flowing.
 
So...anyone playing this fine evening?


If you are, here's another tip for you, and one that reaps huge benefits in the early game:

Don't forget about the Atronach Forge!!!!

It's really easy to forget about, since there aren't a ton of missions that take you into The Midden (the area below The College of Winterhold), but it can provide you with some very, very useful stuff early in the game.

For instance: one Broom, one soul gem (Greater size or above, and it doesn't need to be filled), one Void Salts and one Orichalcum Ingot will get you a Staff Of Conjure Storm Atronach...which is an immensely powerful weapon to have early on in the game.

If you're able to find two of each ingredient, you can give one staff to your follower, and keep the other one. All of a sudden, your party has doubled from two to four (temporarily), and it takes a good deal of the enemies' focus away from you. They've got to now deal with two angry Storm Atronachs.


They can also be sold for a wicked profit, so if you're training with one of the Mages from the college, but you're running short of loot, it's a great way to keep the money flowing.

Thanks for explaining that! I seriously never knew what that thing did. The official strategy guide doesn't even mention it!

Sent from The Nether
 
Thanks for explaining that! I seriously never knew what that thing did. The official strategy guide doesn't even mention it!

Sent from The Nether

It can do quite a bit more than what I just mentioned...it can come in very handy during the "Dawnguard" missions, where it helps to have a shit-ton of Void, Frost and Fire Salts to create exploding bolts.

You can create them at the forge, but you need the prerequisite ingredients: a ton of Salt Piles, and then a bunch of Rubies, Amethysts and Sapphires, and a ton of Soul Gems (any size will do...doesn't matter if they're filled or empty).

Use one Salt Pile, one gem, and one empty Petty soul gem (since they're the cheapest and easiest to find...anything works, though)...pull the handle, and it'll kick out a daedric Salt.

Ruby - Fire Salt
Sapphire - Frost Salt
Amethyst - Void Salts


This is another great reason to have completed "No Stone Unturned"...if you've completed it early on, you'll have a ton of gems laying around doing nothing. Convert 'em into the appropriate Daedric Salt, and then you can make a pretty much unlimited number of Exploding Dwarven Bolts for yourself.

By the way, you can substitute flawless gems for the regular type, but it's kind of throwing money out the window...helps to know, though, if you find yourself running short of any one gem type.
 
Nice! I already have a ton of soul gems laying around. I tend to hoard them for the Mage College side quest, enchanting, and other such activities. I'm gonna start the No Stone Unturned quest tonight and see how far I get. I've got one character that has 7 or 8 and another with 3. I was thinking of starting a new class soon as well so I may just do that.
Thanks again!

Sent from The Nether
 
Mojo-

So, I tried your trick to increase my armor and weapon ratings. Despite my best efforts, and I did put a lot of effort into this, I couldn't get my smithing potions above 28%. I was even using 5 pieces of fortify alchemy gear, as I found that you can wear a Pentus Octavius helmet AND a circlet at the same time. I wasn't able to get any of the alchemy gear above 28... Maybe it's because I haven't maxed out my enchanting tree? I have 5/5 of the first perk, and then I have the insightful enchanter, but that's it. So, using what I had, I was able to get my full Dragonscale armor, with shield, to 980, and was able to get my Dragonbone bow to around 260 I believe. Still, a great boost to those ratings, and I'm glad to have put in the time, but I'm FAR away from one-hitting dragons at this point. Of course, I'm also playing on Master, so maybe that has something to do with it as well...
 
Well, certainly as far as damage per hit, but I should be able to get my enchanted gear, and also created potions, to a higher value of 32% (per the experts), but I can't get over the hump of 28.
 
Well, certainly as far as damage per hit, but I should be able to get my enchanted gear, and also created potions, to a higher value of 32% (per the experts), but I can't get over the hump of 28.

Ok. We'll figure this out.

In your "Perk" tree, make sure that you have these perks checked off, at the very minimum:

Alchemy:

-All 5 levels of "Alchemist
-Physician
-Benefactor


Under Enchanting:
-All 5 levels of "Enchanter"

And, could you tell me what the values of your enchanted Alchemy Gear are? How much of a boost per piece are you getting?
 
Just to be clear: it's normal to have Enchanting potions that only raise your Enchanting skill by a max of between 28%-32%. I've been able to get it slightly higher with all the perks, and a fully buffed-out set of alchemy gear, but the highest I've ever been able to get an Enchanting potion to (without using exploits) is somewhere around 32%.

This is totally normal.

However, if you're getting an Enchanting Potion with 28% Enchanting improvement, you should also be able to create a Smithing potion that raises your Smithing by about 118%. The boost to your smithing is really where most of the damage is done.


Your enchanting skill potions will never mirror other skills...it will always be considerably less.
 
Yep, that's my problem. I have the extra perk for enchanting, but not for alchemy. Fuck. I'm going to try to finish the main Dragonborn quest line on Friday (between basketball games), so that I can reset my perks and get those where I need them.

My enchanted alchemy gear are 28 percent for ring, necklace, circlet, and gloves, plus 22 percent for the helmet.
 
Just realized that maybe it's because I don't have the alchemy "benefactor" perk...

Yep.

Also, check what level your "One Handed" and "Archery" perks are at. To get the maximum damage of one handed weapons, I have "Armsman" maxed out at 5/5, and under Archery, I have "Overdraw" also maxed out at 5/5.

It's the combination of the buffed up smithing and appropriate offensive perks that will get your damage into the 600-700 ranges.
 
ALSO (and a major point):

I have dual enchanted armor and a necklace and ring that also raises my offensive abilities. This means that you'll have to invest in the additional perks under "Enchanting" - namely, Insightful Enchanter, Corpus Enchanter and Dual Enchanter. For instance, if I'm using a bow and a one-handed sword, I'd have created armor that looks like this:

Helmet: "Increases Archery by 29%/Reduces cost of Destruction spells by 29%"
Gauntlets: "Increases One Handed skill by 29%/Increases Archery skill by 29%"
Boots: "Increases One Handed Skill by 29%/Reduces Fire Damage by 52%"
Necklace: "Increases One Handed Skill by 29%/Increases Archery Skill by 29%"
Ring: (same as necklace and gauntlets)

You can see that if you add up all of the skill increases in offensive power, you've pretty much gotten them to an additional 116% over what they would normally be IF you're wearing the enchanted armor...on top of the added smithing damage, and on top of the Perk buffs (like 5/5 "Armsman").
 
Last edited:
Yep.

Also, check what level your "One Handed" and "Archery" perks are at. To get the maximum damage of one handed weapons, I have "Armsman" maxed out at 5/5, and under Archery, I have "Overdraw" also maxed out at 5/5.

It's the combination of the buffed up smithing and appropriate offensive perks that will get your damage into the 600-700 ranges.

1-handed and archery are maxed...so that's covered.
 
ALSO (and a major point):

I have dual enchanted armor and a necklace and ring that also raises my offensive abilities. This means that you'll have to invest in the additional perks under "Enchanting" - namely, Insightful Enchanter, Corpus Enchanter and Dual Enchanter. For instance, if I'm using a bow and a one-handed sword, I'd have created armor that looks like this:

Helmet: "Increases Archery by 29%/Reduces cost of Destruction spells by 29%"
Gauntlets: "Increases One Handed skill by 29%/Increases Archery skill by 29%"
Boots: "Increases One Handed Skill by 29%/Reduces Fire Damage by 52%"
Necklace: "Increases One Handed Skill by 29%/Increases Archery Skill by 29%"
Ring: (same as necklace and gauntlets)

You can see that if you add up all of the skill increases in offensive power, you've pretty much gotten them to an additional 116% over what they would normally be IF you're wearing the enchanted armor...on top of the added smithing damage, and on top of the Perk buffs (like 5/5 "Armsman").

Right, got it. Yeah, I think I'm going to pretty much max enchanting so that I can start to dual enchant. Thanks again for all the helpful advice.
 
Back
Top