History GameBreaker / TheElderScrolls

16th Feb '18 11:30:00 AM TheRoguePenguin
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* ''Hearthfire'' makes alchemy in general absurdly effective. You can effortlessly make your own health potions, boost potions, and deadly poisons instead of having to wander the countryside for rare ingredients. You only need to buy and/or find one sample of the ingredient you need, plant it, then watch it grow. One will make 4, then you plant those 4, giving you five total regenerating ingredient sources, giving 20 ingredients each. You still have to hunt for insects, fish, nirnroots, creature parts, etc, but this takes 99% out of the previous hard work that went into alchemy use. Alternatively, with a few choice ingredients, you can create an extremely valuable potion that you can simply sell to alchemists for whatever ingredients you need, and endlessly craft more for a continuous source of revenue.

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* ''Hearthfire'' makes alchemy in general absurdly effective.effective by adding the ability to grow your own plants at the three homesteads. You can plant certain ingredients in plots outside the house or in the greenhouse if you've built it. In one day, a grown plant will emerge that will give anywhere from three to five of the ingredient, compared to one in the wild. The plant regenerates every three days, or you can just rip it out and replant it to do it in one. The speed at which you build up ingredients is absurd if you have both your greenhouse and outdoor plants at full capacity, and that's just one house. You can effortlessly make your own health potions, boost potions, and deadly poisons instead of having to wander the countryside for rare ingredients. You only need to buy and/or find one sample of the ingredient you need, plant it, then watch it grow. One will make 4, then you plant those 4, giving you five total regenerating ingredient sources, giving 20 ingredients each. You still have to hunt for insects, fish, nirnroots, creature parts, etc, but this takes 99% out of the previous hard work that went into alchemy use. Alternatively, with a few choice ingredients, you can create an extremely valuable potion that you can simply sell to alchemists for whatever ingredients you need, and endlessly craft more for a continuous source of revenue.
13th Feb '18 10:58:03 AM TheRoguePenguin
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* In order to avoid the the exponential curve of improving potions from ''Morrowind'', ''Skyrim'' does not allow you to make potions or enchantments which can improve themselves (barring one exception, a unique set of enchantment-boosting armor). You can, however, make enchantments and potions which boost each other, which is almost as useful. You can keep ping-ponging the effects back and forth between them, improving both to up to about 35% (depending on perks). This allows you to make weapons do up to five times the damage they normally can, give even the weakest armor enough points to reach the armor cap, and make potions that can heal absurd amounts of damage or increase your weapon skills to twice their normal level, among other extremely useful effects.

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* In order to avoid the the exponential curve of improving potions from ''Morrowind'', ''Skyrim'' does not allow you to make potions or enchantments which can improve themselves (barring one exception, a unique set of enchantment-boosting armor). You can, however, make enchantments and potions which boost each other, which is almost as useful. You can keep ping-ponging ping-pong the effects back and forth between them, improving both to up to about 35% (depending them several times. Depending on perks).your exploitation of certain perks (see Necromage below), you can attain between 30-50% enchanting boost and 30-40% alchemy boost. This allows you to make weapons do up to five times the damage they normally can, give even the weakest armor enough points to reach the armor cap, and make potions that can heal absurd amounts of damage or increase your weapon skills to twice their normal level, among other extremely useful effects.



* For those in the thief's side of things, you can get 30 times damage multiplication on daggers while sneaking and with a certain perk and pair of gloves that only requires a very easy quest to get. With proper mountain-climbing, you can [[http://www.youtube.com/watch?v=9wQbb078bmY one-shot even dragons.]] And if you want to take it UpToEleven? Valdr's Lucky Dagger has 25% chance to trigger critical damage. The catch? It stacks with Assassin's Blade perk and Shrouded Gauntlet, meaning that you can effectively dish out 5 (basic damage) x 1.5 (critical damage) x 30 damage (Assassin's Blade + Shrouded Gauntlet), that's '''[[ThereIsNoKillLikeOverkill 225 damage]]''', effectively a guarenteed OneHitKill on virtually everything, and that's not even accounting any upgrade. Should you upgraded the dagger into legendary, not even a ''[[HumongousMecha Dwarven Centurion]]'' can survive a slice from your tiny steel dagger.

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* For those in the thief's side of things, you can get 30 times damage multiplication on daggers while sneaking and with a certain perk and pair of gloves that only requires a very easy quest to get. With proper mountain-climbing, you can [[http://www.youtube.com/watch?v=9wQbb078bmY one-shot even dragons.]] And if you want to take it UpToEleven? Valdr's Lucky Dagger has 25% chance to trigger critical damage. The catch? It stacks with Assassin's Blade perk and Shrouded Gauntlet, meaning that you can effectively dish out 5 (basic damage) x 1.5 (critical damage) x 30 damage (Assassin's Blade + Shrouded Gauntlet), that's '''[[ThereIsNoKillLikeOverkill 225 damage]]''', effectively a guarenteed guaranteed OneHitKill on virtually everything, and that's not even accounting counting any upgrade. Should you upgraded upgrade the dagger into legendary, not even a ''[[HumongousMecha Dwarven Centurion]]'' can survive a slice from your tiny steel dagger.



* Certain skills can be freely and cheaply maxed out without using them whatsoever. The earliest example of this is the Faendal exploit, where you can pay him to train you, then take back the money due to him being a follower. The companions hold 5 members who can do the same thing, but they're better in that they're not capped at 50 per skill like Faendal is (two of them are capped at 90, the highest trainers can go). The catch is that you have to complete the Companions questline before you can take back the money. In addition, casting Soultrap on horses does not kill them, but levels your Conjuration. If you have a horse and a way to regen your magicka, you can reach 100 in Conjuration almost instantly.

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* Certain skills can be freely and cheaply maxed out without using them whatsoever. The earliest example of this is the Faendal exploit, where you can pay him to train you, then take back the money due to him being a follower. The companions hold 5 members who can do the same thing, but they're better in that they're not capped at 50 per skill like Faendal is (two of them are capped at 90, the highest trainers can go). The catch is that you have to complete the Companions questline before you can take back the money. In addition, casting Soultrap on horses does not kill them, but levels your Conjuration. If you have a horse and a way to regen regen/negate your magicka, you can reach 100 in Conjuration almost instantly.in less than an hour.



* A spell that you can find in the Mage Guild Quest in Labyrinthian, Telekinesis, can quickly raise your Alteration to 100 in minutes. While granting high exp when cast, its high mana cost usually prevents it from being usable. With enchantments, this is easily overcome. Craft an equipment set to nullify the Alteration spell costs, then cast telekinesis on an object, preferably one in your house. Bind your attack key to something you can leave a paperweight on and come back in around 15 minutes. Voila, you're at 100 Alteration and have ~5 new levels to show for it. Patch 1.9 introduced the ability to make skills legendary, allowing you to reset a perk without losing the levels you previously gained. By simply using Telekinesis and repeatedly resetting Alteration, your overall level can go into the hundreds within a few hours.

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* A The Telekinesis spell that you can find in the Mage Guild Quest in Labyrinthian, Telekinesis, can quickly raise your Alteration to 100 in minutes. While granting To obtain it, you either need a 40 in Alteration or to do the Mage Guild Quest for Labyrinthian. The spell allows you to draw any inventory item to your character, at an extremely high exp magika cost. However, it grants a shocking amount of experience when cast, its high mana cost usually prevents it from being usable. maintained. With enchantments, this the cost is easily overcome. Craft an equipment set to nullify the Alteration spell costs, then cast telekinesis on an object, preferably one in your house. Bind your attack key to something you can leave a paperweight on and come back in around 15 minutes. Voila, you're at 100 Alteration and have ~5 new levels to show for it. Patch 1.9 introduced the ability to make skills legendary, allowing you to reset a perk without losing the levels you previously gained. By simply using Telekinesis and repeatedly resetting Alteration, your overall level can go into the hundreds within a few hours.



* ''Hearthfire'' makes alchemy in general absurdly effective. You can effortlessly make your own health potions, boost potions, and deadly poisons instead of having to wander the countryside for rare ingredients. You only need to buy and/or find one sample of the ingredient you need, plant it, then watch it grow. One will make 4, then you plant those 4, giving you five total regenerating ingredient sources, giving 20 ingredients each. You still have to hunt for insects, fish, nirnroots, creature parts, etc, but this takes 99% out of the previous hard work that went into alchemy use.

to:

* ''Hearthfire'' makes alchemy in general absurdly effective. You can effortlessly make your own health potions, boost potions, and deadly poisons instead of having to wander the countryside for rare ingredients. You only need to buy and/or find one sample of the ingredient you need, plant it, then watch it grow. One will make 4, then you plant those 4, giving you five total regenerating ingredient sources, giving 20 ingredients each. You still have to hunt for insects, fish, nirnroots, creature parts, etc, but this takes 99% out of the previous hard work that went into alchemy use. Alternatively, with a few choice ingredients, you can create an extremely valuable potion that you can simply sell to alchemists for whatever ingredients you need, and endlessly craft more for a continuous source of revenue.



* 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. 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.

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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 This enchantment benefits from perks relating to all three damage types, regardless of which one is calculated separately, not together. Stalhrim weapons improve actually triggered when you attack. In addition, the bonus to frost enchantments when applied to them, as well as Stalhrim weapons also applies to 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.
31st Jan '18 5:30:56 PM TheRoguePenguin
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* Related to this, and an actual exploit, is the Fortify Restoration glitch. All Fortify effects, no matter what they do, count as Restoration magic, and Fortify Restoration boosts them accordingly. This has no limit. Taking advantage of this lets you make potions that fortify your skills by the thousands and millions in [[http://www.gamefaqs.com/boards/615804-the-elder-scrolls-v-skyrim/61198994 less than]] [[http://www.youtube.com/watch?v=pJ9m7owVg_w ten minutes]]. Taking it too far however will [[GameBreakingBug crash the game]].
* With legendary skills in patch 1.9.26.0.8, you can, after making your Fortify Alchemy and Fortify Smithing enchants more useful, make potions that sell for millions of gold, and improve the value of iron daggers by over 50,000 at base alchemy and smithing. With just one potion or weapon improvement of that magnitude you can level the requisite skill from 15 to 100, and then reset it and do it again. Indefinitely, with enough crafting materials. When that is done, and you have items of a ridiculous value in your inventory, you can sell each one for enough exp to boost speech from 15 to 100 as well, and buy even more crafting materials to continue the process. That's 3 skills you can trivially max out and reset for now infinite levels, for thousands of base health, magicka, or stamina.

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* Related to this, and an actual exploit, is the Fortify Restoration glitch. All Fortify effects, no matter what they do, count as Restoration magic, and Fortify Restoration boosts them accordingly. This has no limit. Taking advantage of this lets you make potions that fortify your skills by the thousands and millions in [[http://www.gamefaqs.com/boards/615804-the-elder-scrolls-v-skyrim/61198994 less than]] [[http://www.youtube.com/watch?v=pJ9m7owVg_w ten minutes]]. Taking it too far however will [[GameBreakingBug crash the game]].
*
game]]. With the addition of legendary skills in patch 1.9.26.0.8, you can, after making your Fortify Alchemy and Fortify Smithing enchants more useful, make potions that sell for millions of gold, and improve the value of iron daggers by over 50,000 at base alchemy and smithing. With just one potion or weapon improvement of that magnitude you can level the requisite skill from 15 to 100, and then reset it and do it again. Indefinitely, with enough crafting materials. When that is done, and you have items of a ridiculous value in your inventory, you can sell each one for enough exp to boost speech from 15 to 100 as well, and buy even more crafting materials to continue the process. That's 3 skills you can trivially max out and reset for now infinite levels, for thousands of base health, magicka, or stamina.
28th Jan '18 4:19:12 PM Temporary14
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* The Healer class was considered by many the best in the game, and for a good reason – while only using the second best level of armor, and only concussion weapons, he enjoys a considerable discount in the cost of restoration spells. Among the restoration spells, there are fortify attribute spells, the absorb magic spells, and above all else, the powerful shield spell- the basic version “Will create an invisible shield around the caster, which will absorb 15 points of damage, plus an additional 5 points for every level of the caster before being dissipated.” The detail is that there's no duration for this effect, it will simply last until the caster receives enough damage. You can go to the Mage's guild, create an optimized version of the spell that uses all your magicka, go to the inn, cast the spell, rest, and then go to the dungeons with a few extra hundred HP.

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* The Healer class was considered by many the best in the game, and for a good reason – while only using the second best level of armor, and only concussion weapons, he enjoys healers enjoy a considerable discount in the cost of restoration spells. Among the restoration spells, there are fortify attribute spells, the absorb magic spells, and above all else, the powerful shield spell- the basic version “Will create an invisible shield around the caster, which will absorb 15 points of damage, plus an additional 5 points for every level of the caster before being dissipated.” The detail is that there's no duration for this effect, it will simply last until the caster receives enough damage. You can go to the Mage's guild, create an optimized version of the spell that uses all your magicka, go to the inn, cast the spell, rest, and then go to the dungeons with a few extra hundred HP.


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* All magic classes eventually become this at [[LinearWarriorsQuadraticWizards higher levels]] due to the way that spells scale. A custom 1 + 19 damage spell will do 20 damage at level 1, only enough to kill rats and goblins. At level 21, however, it will do ''400'' damage, in a game where the three most powerful enemies (including the final boss) have 500-750 hit points. And that's far from the most powerful custom spell that can be created. Battlemages have it especially easy because of their discount to offensive spells, giving them access to insanely powerful magic much earlier in the game.
* The Ranger class is far and away the most powerful combat class in the game. With a damage bonus equal to their level, Rangers will be doing as much damage with the bottom-tier iron weapons as other classes will do with [[InfinityMinusOneSword ebony]] weapons by level six, and they only get stronger from there. If that wasn't enough, they're also one of only three classes who can wear plate armor--which is both the strongest armor in the game and the only kind that can be enchanted.
10th Jan '18 3:06:24 PM FGHIK
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* Within hours of ''Skyrim'''s release, players found that putting a basket over the heads of everyone in a given room allows them to steal everything with impunity. The developers have said they'll leave in any bugs that don't outright break the game or make it unfun; the devs actually found out about the bucket trick a few days before release, but decided not to patch it because [[ThrowItIn they thought it was funny]]. Of course, except for the fact that they would notice, putting baskets on people's heads in real life [[CaptainObvious would make it hard for them to see what you're doing]].

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* Within hours of ''Skyrim'''s release, players found that putting a basket over the heads of everyone in a given room allows them to steal everything with impunity. The developers have said they'll leave in any bugs that don't outright [[GameBreakingBug break the game game]] or make it unfun; the devs actually found out about the bucket trick a few days before release, but [[ThrowItIn decided not to patch it it]] because [[ThrowItIn [[RuleOfFunny they thought it was funny]]. Of course, except for the fact that they would notice, putting baskets on people's heads in real life [[CaptainObvious would make it hard for them to see what you're doing]].



* Related to this, and an actual exploit, is the Fortify Restoration glitch. All Fortify effects, no matter what they do, count as Restoration magic, and Fortify Restoration boosts them accordingly. This has no limit. Taking advantage of this lets you make potions that fortify your skills by the thousands and millions in [[http://www.gamefaqs.com/boards/615804-the-elder-scrolls-v-skyrim/61198994 less than]] [[http://www.youtube.com/watch?v=pJ9m7owVg_w ten minutes]].

to:

* Related to this, and an actual exploit, is the Fortify Restoration glitch. All Fortify effects, no matter what they do, count as Restoration magic, and Fortify Restoration boosts them accordingly. This has no limit. Taking advantage of this lets you make potions that fortify your skills by the thousands and millions in [[http://www.gamefaqs.com/boards/615804-the-elder-scrolls-v-skyrim/61198994 less than]] [[http://www.youtube.com/watch?v=pJ9m7owVg_w ten minutes]]. Taking it too far however will [[GameBreakingBug crash the game]].
7th Dec '17 10:28:09 PM Malady
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*** Additionally, by casting enough custom spells like "buff my Magicka and Intellect by the maximum valuable allowed, for 120 seconds" to give yourself ridiculous amounts of magika, then casting enough equivalent "boost my willpower" spells, magika regenerates so quickly and you have so much of it that you don't even need to bother with keeping potions around. (Regen does not occur if you have selected the Atronarch birthsign.)

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*** Additionally, by casting enough custom spells like "buff my Magicka and Intellect by the maximum valuable value allowed, for 120 seconds" to give yourself ridiculous amounts of magika, then casting enough equivalent "boost my willpower" spells, magika regenerates so quickly and you have so much of it that you don't even need to bother with keeping potions around. (Regen does not occur if you have selected the Atronarch birthsign.)
18th Oct '17 1:36:05 PM VeryMelon
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* Go to the Ratway in Riften to find an NPC named Gian the Fist. His name is very fitting, as he's got a very mean punch, for it only being a punch. He's always hostile, so feed him a thunderbolt or 'shuh-mack' him over the head with a hatchet, all in self defense of course. After that, loo(k/t) through his belongings to find the Gloves of the Pugilist. Now you've got yourself a 'fortify unarmed damage' enchantment. Yes, we can disenchant it. Yes, we can enchant a pair of daedric gauntlets with it. Yes, we can say that it looks absolutely awesome. Punching people dead with a one-two-combo is just too much. Combine with the Heavy Armor perk Fists of Steel for REALLY game breaking amounts of damage, even without the use of 'loop-intensity' potions.
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.
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