Elder Scrolls V: Skyrim Announced for release on 11/11/11.

There's a little sidequest involving a lighthouse somewhere. I have to say that's the first time thus far in this game that I felt dissatisfied and let down when I was finished with it. If anyone else has played that and knows what I'm talking about I'd be interested to see if they agree with me on that or not. It almost felt like it belonged in a different, far more gritty and depressing game entirely.

The one with all the Chaurus? That was tough at level 10.
 
If you want a challenge, do not do the following:
Level Enchanting and Smithing to 100
Craft 2x daedric war axes
enchant a ring, amulet, clothing, gloves with +25% smithing bonuses
drink a +30% blacksmith's draught, put on +smithing gear
Go to a grinding stone, temper the daedric war axes
enchant +40% 1hand damage to ring, amulet, gloves, boots.
Enchant the axes with 20 life absorb and whatever else you want

You now dual wield weapons that do several hundred damage per hit and absorb life. My 1h skill is not even close to maxed out and my axes do 249 damage each, not counting their own damage/absorb enchants. Who knows, there is probably a way to temper weapons even stronger than this, too. Does a +smithing hat exist? Or, if alchemy is 100, a + smithing potion better than 30%? Maybe enchant one axe with damage health, and the other with, if it exists, weakness to magic?

Sounds like it makes it almost to easy
 
If you want a challenge, do not do the following:
Level Enchanting and Smithing to 100
Craft 2x daedric war axes
enchant a ring, amulet, clothing, gloves with +25% smithing bonuses
drink a +30% blacksmith's draught, put on +smithing gear
Go to a grinding stone, temper the daedric war axes
enchant +40% 1hand damage to ring, amulet, gloves, boots.
Enchant the axes with 20 life absorb and whatever else you want

You now dual wield weapons that do several hundred damage per hit and absorb life. My 1h skill is not even close to maxed out and my axes do 249 damage each, not counting their own damage/absorb enchants. Who knows, there is probably a way to temper weapons even stronger than this, too. Does a +smithing hat exist? Or, if alchemy is 100, a + smithing potion better than 30%? Maybe enchant one axe with damage health, and the other with, if it exists, weakness to magic?

There's a way to keep stacking it... weapons can become over 1000 damage if you really abuse it.
 
I thought turning into a werewolf made me resistant to all diseases?...a few people started telling me that I don't look so good so I went in and checked my Active Effects and saw that I had something called Rockjoint which reduced my Melee damage by 25%...how did this happen?...do you have to be in wolf form to get the immunity or does it apply when in human form as well?
 
I thought turning into a werewolf made me resistant to all diseases?...a few people started telling me that I don't look so good so I went in and checked my Active Effects and saw that I had something called Rockjoint which reduced my Melee damage by 25%...how did this happen?...do you have to be in wolf form to get the immunity or does it apply when in human form as well?

Weird, you shouldn't be able to get diseased ever. And becoming a werewolf should get rid of any active diseases you have.

Under Active Effects, do you have disease immunity? I don't remember what the name of it is, but it basically says you're immune to all diseases. It's always active after you become a werewolf.

Or maybe you got cured of it and didn't notice. ;)
 
Yeah, they wear crappy armor still, but at level 37, I'm finding they're pretty typically equipped with glass and ebony weapons. Kinda goofy.

And mages...yikes. Some of them can blow my shit up in no time.

I think you can put magic resist enchantments on shields, and there might be a magic blocking w/ shield perk as well.

Plus individual elemental resist enchants, and one of the schools (Alteration?) has a magic resist perk too.
 
I think you can put magic resist enchantments on shields, and there might be a magic blocking w/ shield perk as well.

Plus individual elemental resist enchants, and one of the schools (Alteration?) has a magic resist perk too.

If you want the ultimate magic-blocking shield, get Spellbreaker.

http://elderscrolls.wikia.com/wiki/Spellbreaker_(Skyrim)
 
Also, has anyone figured out how much you need to fortify smithing with a 100 in Smithing to get Legendary on all armor types? I don't want to waste a bunch of grand souls on Fortify Smithing gear if I don't need to.
 
Also, has anyone figured out how much you need to fortify smithing with a 100 in Smithing to get Legendary on all armor types? I don't want to waste a bunch of grand souls on Fortify Smithing gear if I don't need to.
There are different "levels" of Legendary I think. For example, you can make a glass sword Legendary status at level 100, but you'll get a higher attack rating if you overboost smithing past 100.

Another thing I've noticed is that say you upgrade a weapon to Legendary at level 100. Now try it again with +smithing enchant and potion, and you'll be able to upgrade it again, to a higher damage rating even though it was already Legendary.

So just because it says Legendary status, doesn't mean that's the max achievable stat.
 
Also, has anyone figured out how much you need to fortify smithing with a 100 in Smithing to get Legendary on all armor types? I don't want to waste a bunch of grand souls on Fortify Smithing gear if I don't need to.

this makes me wonder, where the hell do you find a mob with a grand soul? Are grand soul gems the biggest? Wtf does a human fit into???
 
1.2 Patch Details:

Today we’ve begun rolling out Skyrim’s 1.2 update for PlayStation 3. The update is already available for users in Europe and we will let you know as soon as it’s up in North America. Our current ETA for Xbox 360 and PC players is this Wednesday, November 30th.

So what does the new update cover? Details below…

UPDATE 1.2 NOTES (all platforms unless specified)

  • Improved occasional performance issues resulting from long term play (PlayStation 3)
  • Fixed issue where textures would not properly upgrade when installed to drive (Xbox 360)
  • Fixed crash on startup when audio is set to sample rate other than 44100Hz (PC)
  • Fixed issue where projectiles did not properly fade away
  • Fixed occasional issue where a guest would arrive to the player’s wedding dead
  • Dragon corpses now clean up properly
  • Fixed rare issue where dragons would not attack
  • Fixed rare NPC sleeping animation bug
  • Fixed rare issue with dead corpses being cleared up prematurely
  • Skeleton Key will now work properly if player has no lockpicks in their inventory
  • Fixed rare issue with renaming enchanted weapons and armor
  • Fixed rare issue with dragons not properly giving souls after death
  • ESC button can now be used to exit menus (PC)
  • Fixed occasional mouse sensitivity issues (PC)
  • General functionality fixes related to remapping buttons and controls (PC)

After releasing the 1.2 update, we will continue to monitor forums, blogs, etc. for issues you are reporting, and we will keep you updated on further updates to improve your gameplay experience.
 
this makes me wonder, where the hell do you find a mob with a grand soul? Are grand soul gems the biggest? Wtf does a human fit into???
Human souls can only fit into the rare black soul gems and probably Azura's Star. Grand souls seem to be obtained from elite monsters (the ones with scary sounding suffixes like draugr overlord).
 
Funny how many of those "rare" issues I've encountered.

-Dragons not attacking
-Dragons not giving soul after death
-Not being able to rename enchanted items

Nice to see that the audio startup crash is being fixed, and that the ESC button can be used to exit stuff (it was getting annoying trying to get out of the map or something similar and not being able to use ESC).

I'm surprised that there aren't any content, performance, or quest fixes, unless that's not the whole changelog.
 
Human souls can only fit into the rare black soul gems and probably Azura's Star. Grand souls seem to be obtained from elite monsters (the ones with scary sounding suffixes like draugr overlord).

And also, humans are always grand souls.
 
I wonder if they'll clear up some of the quest issues related to the player going to a place before being "assigned" a quest. I've run into that one two occasions.
I'm toting around a "Cleansing of the Fane" book that I can't do anything with because I found it randomly before someone asked. I also have a bandit leader quest that I can't complete because I wiped out his entire posse while doing another quest in the same dungeon.
Seems like those scenarios have been creeping up going back to Daggerfall.
 
There are different "levels" of Legendary I think. For example, you can make a glass sword Legendary status at level 100, but you'll get a higher attack rating if you overboost smithing past 100.

Another thing I've noticed is that say you upgrade a weapon to Legendary at level 100. Now try it again with +smithing enchant and potion, and you'll be able to upgrade it again, to a higher damage rating even though it was already Legendary.

So just because it says Legendary status, doesn't mean that's the max achievable stat.

Interesting. So basically you want to max smithing as much as possible when you hone weapons it sounds like. Kind of sounds like a glitch overall though. You would think maxing out a skill would give you the best possible results.
 
Weird, you shouldn't be able to get diseased ever. And becoming a werewolf should get rid of any active diseases you have.

Under Active Effects, do you have disease immunity? I don't remember what the name of it is, but it basically says you're immune to all diseases. It's always active after you become a werewolf.

Or maybe you got cured of it and didn't notice. ;)

Active Effects did show 'Resist Disease'...maybe Rockjoint isn't considered a disease?...either way I went to a shrine and got healed but the disease resistance is supposed to be one of the biggest advantages of turning into a werewolf
 
Human souls can only fit into the rare black soul gems and probably Azura's Star. Grand souls seem to be obtained from elite monsters (the ones with scary sounding suffixes like draugr overlord).
And also, humans are always grand souls.
Thanks dudes

i really wonder what they're fixing when they say:

-Fixed occasional mouse sensitivity issues (PC)
-General functionality fixes related to remapping buttons and controls (PC)
 
this makes me wonder, where the hell do you find a mob with a grand soul? Are grand soul gems the biggest? Wtf does a human fit into???

Easiest mob (to kill and to find) with a grand soul would be mammoths. I believe giants are only greater.

All humanoids have grand souls, but you need a black soul gem or The Black Star to trap them.
 
Thanks dudes
-Fixed occasional mouse sensitivity issues (PC)
-General functionality fixes related to remapping buttons and controls (PC)
Uhh, if you re-map the 'R' button for example, it breaks your "Take All" and "Store" functions.
Mouse sensitivity fix is probably acceleration 60+ fps.
 
Thanks dudes

i really wonder what they're fixing when they say:

-Fixed occasional mouse sensitivity issues (PC)
-General functionality fixes related to remapping buttons and controls (PC)
Hopefully it means that when my cursor is over a dialogue option, it will actually highlight that option and activate it, instead of completely closing the dialogue window or activating a dialogue option that my cursor is nowhere near. A lot of the time when this happens and the game refuses to highlight what my mouse is pointed at, I have to toggle back and forth through the dialogue options using the WASD keys before it starts responding properly to the cursor.

For the second one, the mapped keys seem to behave unpredictably when you're dual wield or using sword + shield style. For example, you previously had a dual wield sword setup equipped, then you pull out a bow, then after you switch back you end up with only one sword equipped.
 
To help me with my confusion I just changed the way I was selecting soul gems.

So to see the difference in soul gems, start by selecting the enchantment first, then petty soul gem (petty), then item. Look at the values for damage/charges on the slider. Tab out, then go back and select a grand soul gem (grand), then the item again. The damage/charges are much higher for me when a grand is selected.

If you just select the item and enchantment without a soul gem, it just defaults to the max damage/min charges. If you don't use a soul gem capable of those figures, it scales down to what you selected.

Okay, I took a second look at it and I was slightly mistaken.

With a point-based enchant, the soul gem does seem to effect the max number of charges, as well as the initial charge of the item. For example I had like 4 charges with a Petty gem but something like 60 with a Grand one.

However, the max damage/absorb point value of the enchant does NOT change with a better soul. For example, if your max possible Absorb Health is like 16 points per hit, that will not change whether you use a Grand soul or a Petty soul, but you WILL gain more max charges on the item with a better soul.

Sorry for the confusion, I didn't notice that at first until I went back and dug deeper.
 
Uhh, if you re-map the 'R' button for example, it breaks your "Take All" and "Store" functions.
Mouse sensitivity fix is probably acceleration 60+ fps.

I hope you're right. I also hope they fix the opposite of this, where your fps tanks and your y-axis suddently is suddenly moving 1/4 of what it was.

Hopefully it means that when my cursor is over a dialogue option, it will actually highlight that option and activate it, instead of completely closing the dialogue window or activating a dialogue option that my cursor is nowhere near. A lot of the time when this happens and the game refuses to highlight what my mouse is pointed at, I have to toggle back and forth through the dialogue options using the WASD keys before it starts responding properly to the cursor.

For the second one, the mapped keys seem to behave unpredictably when you're dual wield or using sword + shield style. For example, you previously had a dual wield sword setup equipped, then you pull out a bow, then after you switch back you end up with only one sword equipped.

This would be an epic change as well. Not sure how they didn't notice this issue (among many others) before shipping. :rolleyes:

Instead of using damage or playstyle likeness to determine my rogue's spec, i tried dual wielding and made up my mind to completely avoid it because of how impossible it was to get a dagger in both hands. Shockingly retarded.
 
Btw, I also wanted a very minor change (but I suppose it will be left up to modders) - instead of the confusing "L / R" icon next to a held weapon, I want it to read either LMB or RMB. I'm constantly confused about whether the L / R mean my character's left hand or my left mouse button which are mapped completely opposite of each other.

Edit: Or is there a way to keymap it so it's consistent?
 
The scaling can be nuts, they need to have more caps on creatures. Most bandits should top of at a certain level. I did notice that now bandits come in different flavors, some have more hit points, while other have less. I think it's not unreasonable for the bandit leader to be strongest of all.

While i'm playing a two handed weapon wielding orc, I must say that the sneaking with a bow a bit has made many of my fights really easy.
 
Btw, I also wanted a very minor change (but I suppose it will be left up to modders) - instead of the confusing "L / R" icon next to a held weapon, I want it to read either LMB or RMB. I'm constantly confused about whether the L / R mean my character's left hand or my left mouse button which are mapped completely opposite of each other.

Edit: Or is there a way to keymap it so it's consistent?

The first thing i did in this game was remap my left and mouse bindings. Everything shows up for me correctly now, but i had to train myself that RMB = Right hand, and LMB = Left hand.

It was confusing at first using the LMB to block, RMB to swing a swort, and RMB to nock an arrow, but i'm used to it now and all the interface confusion is gone.
 
Uhh, if you re-map the 'R' button for example, it breaks your "Take All" and "Store" functions.
Mouse sensitivity fix is probably acceleration 60+ fps.

FFS, that must be my issue. I remapped the Activate button to Spacebar, now my E button doesn't craft, assign souls to shouts, or really do anything at all. Changing it back to defaults didn't fix it, either. A little bug testing would have been good. I also love how my ini tweaks for x and y axis will sometimes revert to the original fucked up settings randomly.
 
Interesting. So basically you want to max smithing as much as possible when you hone weapons it sounds like. Kind of sounds like a glitch overall though. You would think maxing out a skill would give you the best possible results.

With alchemy, enchanting, and smithing at 100, and the relevant perks in Alchemy and Enchanting to beef up your results, the upper limit for legit play is +246% Smithing. That's 4x +29% Smithing enchants (Chest, Gloves, Ring, Amulet) for +116%, then another 130% from a Smithing Potion.

1. Enchant 4x +25% Alchemy Set
2. Make some +30% Enchanting potions.
3. Use those potions to make a 4x +28% Alchemy set.
4. Make some +32% Enchanting potions.
5. Use these potions to make a 4x +29% Smithing set, and a 4x +29% Alchemy set.
(The +29% alchemy set is not a big enough boost to push the Enchanting potions above 32% so these sets are final.)
6. Make some +130% Smithing potions.

Put on your smithing suit, drink the potions, and improve your weapons and armor!

With 5/5 in the basic damage increasing perk in One-Handed, you can make a Daedric Sword that does 518 damage with a set of 4x +47% One-Handed enchants on your armor, This can be boosted further if you brew and drink a fortify one-handed potion, but it's more than enough.

Also note that the armor cap is like 576. If you're doing the min-max thing with the crafting skills, you can reach that cap with almost any armor type you'd like. Though some will require more perks in Light or Heavy Armor than others to reach it.

The other min-max thing you can do is to become virtually immune to magical damage. The magic resist cap is like 80 or 85%, which is reachable. Bretons get a +25% to magic resist, the Lord stone gives another 25%, there's a quest which gives another 15%, perks in Alteration for another +30% or enchant a piece of armor for +23%. Magic resist is calculated before elemental resists though. So once you're capped there, you can enchant a +47% Frost, Fire, and Shock resist to your gear to further diminish the 15% that is getting through your magic resist.

This magic resist capping works best for Bretons (+25% Magic) Nords (+50% Frost), and Dark Elves (+50% Fire). They all get relevant racial bonuses that save you an enchanting slot. With careful enchanting you can fit all these resists as well as all enchants for your main weapon type, and some for your secondary.

By the time you're done, you're basically invincible to all but the most devastating physical attacks and can kill anything in just a few hits, most things going down in one. And this is on Master difficulty. Definitely not something you want to do if you're interested in a challenge!
 
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However, the max damage/absorb point value of the enchant does NOT change with a better soul. For example, if your max possible Absorb Health is like 16 points per hit, that will not change whether you use a Grand soul or a Petty soul, but you WILL gain more max charges on the item with a better soul.
Yeah I noticed that as well. Is there a way to increase the max with perks or by having a higher skill?
Funny that there are zero quest fix. I've ran the Find Red Eagles Sword quest twice now (found another book after I completed it once). I did have a projectile stuck in me for like 3 hours once though :p
 
you can also wear only one ring right?
One of the best oblivion mods was to allow you to wear multiple rings, up to 10 i think. Two rings is acceptable though. One always seemed odd to me.
 
With alchemy, enchanting, and smithing at 100, and the relevant perks in Alchemy and Enchanting to beef up your results, the upper limit for legit play is +246% Smithing. That's 4x +29% Smithing enchants (Chest, Gloves, Ring, Amulet) for +116%, then another 130% from a Smithing Potion.

Don't forget the "notched pickaxe", if I recall right it gives another 10% increase to smiting.
 
you can also wear only one ring right?
One of the best oblivion mods was to allow you to wear multiple rings, up to 10 i think. Two rings is acceptable though. One always seemed odd to me.

Yea i'm not sure why they took this from 2 to 1... hopefully a mod comes out soon which will allow 2.
 
With alchemy, enchanting, and smithing at 100, and the relevant perks in Alchemy and Enchanting to beef up your results, the upper limit for legit play is +246% Smithing. That's 4x +29% Smithing enchants (Chest, Gloves, Ring, Amulet) for +116%, then another 130% from a Smithing Potion.

1. Enchant 4x +25% Alchemy Set
2. Make some +30% Enchanting potions.
3. Use those potions to make a 4x +28% Alchemy set.
4. Make some +32% Enchanting potions.
5. Use these potions to make a 4x +29% Smithing set, and a 4x +29% Alchemy set.
(The +29% alchemy set is not a big enough boost to push the Enchanting potions above 32% so these sets are final.)
6. Make some +130% Smithing potions.

Put on your smithing suit, drink the potions, and improve your weapons and armor!

With 5/5 in the basic damage increasing perk in One-Handed, you can make a Daedric Sword that does 518 damage with a set of 4x +47% One-Handed enchants on your armor, This can be boosted further if you brew and drink a fortify one-handed potion, but it's more than enough.

Also note that the armor cap is like 576. If you're doing the min-max thing with the crafting skills, you can reach that cap with almost any armor type you'd like. Though some will require more perks in Light or Heavy Armor than others to reach it.

So all that effects just the improving of weapons? Not the actual creation of the base item that is created?
 
I've played for 47 hours. Loving every minute of it. Just crafted a complete set of glass armor and I look so badass. :)

Haven't even ventured very far east of Whiterun yet.
 
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