History GameBreaker / TheElderScrolls

21st Aug '17 6:33:43 PM VeryMelon
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* Smithing and Enchanting combined can be a tremendous game breaker: First, max both out. Next, create a set of gear that boosts your smithing. Craft a set of daedric armor and your weapon of choice. Use your smith boosting equipment to improve them to ridiculously high levels. Now, enchant your gear so that it boosts your weapon skill and health regen astronomically, plus fortifying health where possible. Place whatever weapon enchants you please on your weapon, but fire, frost, and shock aren't advised (you'll see why in a second). With a set boosted with both smithing and enchantment, your damage output is in the hundreds regardless of your weapon. A Daedric warhammer, at max two-handed skill, with this setup will do 300+ base damage per swing, while the basic weapon enchants would only allow an increase of 30+ additional damage (60+ if both enchants deal damage). You may as well keep your weapon unenchanted so you can use elemental fury to maximize your attack speed. With the health regen enchants and your maxed out damage reduction from the armor, you're nearly immortal unless you're ambushed by multiple draugar deathlords armed with ebony and you just stand around like a loser while they pound on you. With maxed regen enchants, most basic enemies literally cannot kill you no matter how hard they try: your armor negates their damage to pathetic levels, and the regen restore your health completely before their next attack. With this build, you don't even need any of the other breakers listed above, this one is enough to let you go toe to toe with anything out there with ease, without having to use any exploits, glitches, or cheats. Just 100+ smithing and enchantment combined with the right enchants will make you a near-god.
2nd Jul '17 12:11:23 PM cdenton
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* The Troll's Blood spell, which non-mages can also use through artifacts like the Lord's Mail or the Necromancer's Amulet. It regenerates health over time, which admittedly doesn't do too much good in a tough fight, but it makes dungeon crawling so much easier because you no longer have to worry about safely camping or stocking up on potions to restore your health. This is especially because it not only slowly brings your health back up, but the way the spell works you only need to camp for one or two hours to bring yourself back to full health rather than the often risky nine or so hours you'd usually need. Also its effect doesn't go away until you leave the dungeon you cast it in, ''even if'' you die in that dungeon.
26th Jun '17 2:33:44 PM DrakeClawfang
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* The main questline hands you one for dragons in the form of Dragonrend, which not only forces dragons to land and prevents them from flying again for a time, but will also interrupt their shouts. Dragonrend further has a very low recharge time that can be lowered more with equipment, and just shouting the first word is enough to renew its effects. Spamming Dragonrend can pretty much stunlock dragons indefinitely, taking them from lethal EliteMooks to annoying persistent normal enemies that just take longer to kill.
12th Jun '17 2:21:59 PM TheCuza
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* For werewolves with ''Dawnguard'' installed, casting Soul Trap or any necromancy spell on an enemy whose heart you've eaten in werewolf form will for some reason count as eating their heart again, allowing you to earn werewolf perks twice as fast.
7th Jun '17 12:22:19 AM zzedar
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* Auriel's Bow, one of the MacGuffin items in Dawnguard, is in fact an extremely powerful bow with a few bonuses that make it supremely powerful: Firstly, it does 60 sun damage to the undead (the best enchanted weapons a player can manufacture will only be able to add at most 60 bonus damage normally, unless you use alchemy boosts). Second, when using sunblessed arrows (all you need to make them is to take Elvish Arrows to a certain NPC), it has a powerful sunburst effect that damages groups of enemies. Third, its damage rivals Daedric and Dragonbone bows, and can be greatly improved with smithing and enchantments. At max smithing and enchanting boosts, it exceeds even a Dwarven Crossbow or Dragonbone Bow. Fourth, and this is the most incredible, if you shoot a sunblessed arrow at the sun with this bow, it will turn the sun into a KillSat, randomly blasting anything and everything nearby for a few minutes. Incredibly useful during battles with dragons during the day. Oh, and you get to keep the bow after the Dawnguard questline is over. It can also fire cursed arrows that do extra damage against the living and, when fired into the sun, make it night. The latter ability is almost indefensible for vampires, but can also be used to make ideal sneaking conditions.

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* Auriel's Bow, one of the MacGuffin items in Dawnguard, is in fact an extremely powerful bow with a few bonuses that make it supremely powerful: Firstly, it does 60 sun damage to the undead (the best enchanted weapons a player can manufacture will only be able to add at most 60 bonus damage normally, unless you use alchemy boosts). Second, when using sunblessed arrows (all you need to make them is to take Elvish Arrows to a certain NPC), it has a powerful sunburst effect that damages groups of enemies. Third, its damage rivals Daedric and Dragonbone bows, and can be greatly improved with smithing and enchantments. At max smithing and enchanting boosts, it exceeds even a Dwarven Crossbow or Dragonbone Bow. Fourth, and this is the most incredible, if you shoot a sunblessed arrow at the sun with this bow, it will turn the sun into a KillSat, randomly blasting anything and everything nearby for a few minutes. Incredibly useful during battles with dragons during the day. Oh, and you get to keep the bow after the Dawnguard questline is over. It can also fire cursed arrows that do extra damage against the living and, when fired into the sun, make it night. The latter ability is almost indefensible indispensable for vampires, but can also be used to make ideal sneaking conditions.
5th Jun '17 10:50:53 PM zzedar
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* A new enchantment, Chaos, in ''Dragonborn'' allows an enchanted weapon to have a 50% chance of doing additional fire, shock, and/or ice damage with each swing. Each element is calculated separately, not together. Stahlrim weapons improve frost enchantments when applied to them, as well as the Chaos enchantment. A master enchanter with potion boosts (and the boosts to potions and enchanting also found in ''Dragonborn'', but without the restoration boosts) can place an enchantment that does over one hundred and fifty damage from each element. Combine that with the absorb health enchantment (which for some reason is made more powerful when on a chaos weapon, powerful enough that it alone deals around a hundred damage each swing), that means many hundreds of extra damage max per swing and a ridiculous amount of health recovery. Elemental resistant enemies are less vulnerable to this, but even they can be wiped out with just a few swings on the highest difficulty.

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* A new enchantment, Chaos, in ''Dragonborn'' allows an enchanted weapon to have a 50% chance of doing additional fire, shock, and/or ice damage with each swing. Each element is calculated separately, not together. Stahlrim Stalhrim weapons improve frost enchantments when applied to them, as well as the Chaos enchantment. A master enchanter with potion boosts (and the boosts to potions and enchanting also found in ''Dragonborn'', but without the restoration boosts) can place an enchantment that does over one hundred and fifty damage from each element. Combine that with the absorb health enchantment (which for some reason is made more powerful when on a chaos weapon, powerful enough that it alone deals around a hundred damage each swing), that means many hundreds of extra damage max per swing and a ridiculous amount of health recovery. Elemental resistant enemies are less vulnerable to this, but even they can be wiped out with just a few swings on the highest difficulty.



* If you somehow feel that you aren't leveling Conjuration fast enough, there's a super easy way to do so: Kill anything in the game, a basic bandit, a fox, a wolf, ''anything'', and spam the everloving heck out of Soul Trap on its corpse. You get a decent bit of exp from each cast, and due to Soul Trap's relatively low cost, you can easily squeeze out enough experience to get you to 100 Conjuration within the hour.

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* If you somehow feel that you aren't leveling Conjuration fast enough, there's a super easy way to do so: Kill anything in the game, a basic bandit, a fox, a wolf, ''anything'', and spam the everloving ever-loving heck out of Soul Trap on its corpse. You get a decent bit of exp from each cast, and due to Soul Trap's relatively low cost, you can easily squeeze out enough experience to get you to 100 Conjuration within the hour.
23rd May '17 11:03:23 PM Palladium87
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** Even without abusing Alchemy, joining the Mages' Guild alone is a game breaker by itself. At the easily attainable rank of Conjurer, the player gains access to amazingly powerful scrolls infinitely through Folms Mirel in Caldera. Drathis Soulrot: Kill somebody as strong as an Ordinator with impunity in just 2 hits = infinite money. Ekash's Lock Splitter: 100% chance to open any lock. Windform: Zip around anywhere fast while being invisible. Not to mention Summon Golden Saint and Fphyggi's Gem-Feeder for your Grand Soul Gem / Azura's Star needs. All of which can be used at 100% effectiveness without a single stat and skill point investment beyond the guild rank prerequisites.
28th Mar '17 3:35:39 PM ABNDT
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* Investing heavily in the Sneak skill will turn you into a combat god, thanks to two perks: Assassin's Blade, the damage output of which is detailed above, and Shadow Warrior. The balancing factor of sneak attacks is that you have to, well, sneak up on your target. Shadow Warrior throws that balance off a cliff by making you invisible for a second or two whenever you enter stealth. The result? You can walk up to an enemy in plain sight, crouch, and immediately sneak attack them in the face.
28th Feb '17 2:38:51 PM Quanyails
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* Auriel's Bow, one of the MacGuffin items in Dawnguard, is in fact an extremely powerful bow with a few bonuses that make it supremely powerful: Firstly, it does 60 sun damage to the undead (the best enchanted weapons a player can manufacture will only be able to add at most 60 bonus damage normally, unless you use alchemy boosts). Second, when using sunblessed arrows (all you need to make them is to take elvish arrows to a certain npc) it has a powerful sunburst effect that damages groups of enemies. Third, its damage rivals daedric and dragonbone bows, and can be greatly improved with smithing and enchantments. At max smithing and enchanting boosts, it exceeds even a dwarven crossbow or dragonbone bow. Fourth, and this is the most incredible, if you shoot a sunblessed arrow at the sun with this bow, it will turn the sun into a KillSat, randomly blasting anything and everything nearby for a few minutes. Incredibly useful during battles with dragons during the day. Oh, and you get to keep the bow after the Dawnguard questline is over. It can also fire cursed arrows that do extra damage against the living and, when fired into the sun, make it night. The latter ability is almost indefensible for vampires, but can also be used to make ideal sneaking conditions.

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* Auriel's Bow, one of the MacGuffin items in Dawnguard, is in fact an extremely powerful bow with a few bonuses that make it supremely powerful: Firstly, it does 60 sun damage to the undead (the best enchanted weapons a player can manufacture will only be able to add at most 60 bonus damage normally, unless you use alchemy boosts). Second, when using sunblessed arrows (all you need to make them is to take elvish arrows Elvish Arrows to a certain npc) NPC), it has a powerful sunburst effect that damages groups of enemies. Third, its damage rivals daedric Daedric and dragonbone Dragonbone bows, and can be greatly improved with smithing and enchantments. At max smithing and enchanting boosts, it exceeds even a dwarven crossbow Dwarven Crossbow or dragonbone bow.Dragonbone Bow. Fourth, and this is the most incredible, if you shoot a sunblessed arrow at the sun with this bow, it will turn the sun into a KillSat, randomly blasting anything and everything nearby for a few minutes. Incredibly useful during battles with dragons during the day. Oh, and you get to keep the bow after the Dawnguard questline is over. It can also fire cursed arrows that do extra damage against the living and, when fired into the sun, make it night. The latter ability is almost indefensible for vampires, but can also be used to make ideal sneaking conditions.
22nd Feb '17 8:26:16 PM Seth_Phoenix2000
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** Corprus will lower your mental stats with each passing day, but raise your strength permanently. If you decide to wait and raise your strength by any amount over 100, it has incredibly game breaking results. Even better is that you can have the mental stats restored at a temple, so you can be a literal muscle wizard. Run out of magic? No problem! Punch (or stab or bludgeon or slash) your enemies to death.

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** Corprus will lower your mental stats with each passing day, but raise your strength permanently. If you decide to wait and raise your strength by any amount over 100, 100 (maybe 500, for good measure), it has incredibly game breaking results. Even better is that you can have the mental stats restored at a temple, so you can be a literal muscle wizard. Run out of magic? No problem! Punch (or stab or bludgeon or slash) your enemies to death. You're also able to carry more stuff. Excellent for collecting the Daedric gear and anything else a kleptomaniac hero desires.
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