History GameBreaker / TheElderScrolls

20th Aug '16 10:14:12 AM HighCrate
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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]].
* 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, [[GoneHorriblyWrong make enchantments and potions which boost each other, which is almost as useful]]. You can keep pingponging 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.
* 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]]. Note that, while that video has maxed out Alchemy, doing so is not necessary to take advantage of this.
** On that note, doing this will actually max out your alchemy skills within minutes, as the value of a potion determines the experience you gain from crafting it. Because the Restoration glitch affects the potency and thus value of the potion, it won't be long before crafting said potions nets dozens of levels at once. All you need is at least one Fortify Alchemy bonus already in effect to take advantage of this, which is easy enough to find as random loot or buy from a shop.
** 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.
* The Fortify enchantments for the magic schools reduce the magicka cost of spells from those schools. The Fortify effects stack. If you can reach a 25% boost on these enchantments, which isn't too hard, you can create a set of armor which reduces the cost of all spells from that school to zero. If you have the double enchantment perk, that's two schools that are now free. Cast those expert level spells with reckless abandon and watch your foes drop like flies.
* Enchanting in general is quite useful, as soon as you learn how to game the system to max it out (not counting the Fortify Restoration glitch). It's not even that hard to level up, since all you need is the worthless loot you get from dungeon raids and the soul gems that pile up from the same, plus some method of using Soul Trap. The best part is you don't have to waste your Grand/Black souls doing this, because the value difference between a weak enchantment and a top-notch one is minimal. It's especially good when you get into the perks. Two perks in particular make for some very interesting results. Soul Siphon restores some of your weapon charge when you kill an enemy. If your weapon has a large amount of charges (a 30 damage Fire damage enchantment at level 100 Enchanting has hundreds, for example), you have effectively infinite charge. Then there's Extra Enchant, which lets you [[ExactlyWhatItSaysOnTheTin put two enchantments on a single item]]. This can allow for insane weapon combos like a fire damage/soul trapping sword. It's even better with armor, which does not need to be charged. Make your shield block magic and add to your overall defense at the same time, make boots which improve sneak and muffle all noise, a helmet that lets you breath water and blocks damage. Really, it's just endless.
** Even better, Enchanting can make it easier to use abilities you had neglected for much of the game: if you need to level up a magic skill, use enchanting to drop the cost to zero and just start casting the spells at whatever qualifies as a valid target. Supplement your lacking sneak skill which enchantments that make it next to impossible for any character in the game to see you, even if you're clanking around in heavy armor. You can make lockpicking much simpler and open those master locks with ease. Boost your armor to +100% effectiveness. Make that weak bow put down a dragon in two hits by boosting it with smithing enchantments; a corollary to this, however, is that weapon skills build based on hits, not damage, so high damage weapons actually build skill slower.
*** 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.
** There actually exists a unique two-in-one enchantment called Fiery Soul Trap that [[ExactlyWhatItSaysOnTheTin simultaneously casts Soul Trap and inflicts fire damage when you hit an enemy]]. The best part is that this is a single effect. If you combine it with Extra Enchant, you add another enchantment to your weapon. You effectively now have a weapon with three enchantment effects.
** Speaking of Enchantment, the Drainheart Sword's Absorb Health and the other weapons' Absorb Health enchantment are considered as separate entities, in other words, you can ''stack'' two Absorb Health enchantments at once and put it onto any weapon you want, effectively a homemade ''[[ArtifactOfDoom Ebony Blade]]''.
* Before it was patched, Smithing could be leveled extremely fast using cheap leather to make leather armor pieces or iron bars to make iron daggers en masse, quickly building up skill. You can then sell it all to a merchant for a modest price, especially if you enchant them to boost their value and thus level Enchanting at the same time. The 1.6 patch made smithing experience equivalent to the value of the item being forged. This strategy is now only good if you need to round off the last few levels of smithing. However, the go-to leveling strategy is to make Dwarven bows, which literally only require dwarven ingots to make. Dwarven equipment is good but not great, so you're sacrificing nothing by converting all that dwarven scrap into something useful.
** Smithing, while much harder to level, is still conveninent because of the advantages it can afford you. Since loot type is determined by level, leveling up smithing gives you access to the stronger armor and weapons long before they start dropping. In tandem with Enchanting and Alchemy, you can also boost the effectiveness of said equipment by absurd amounts, making weapons that will put down a legendary dragon in a few hits and armor that is twice the armor cap, plus whatever strong enchantments you want to stack on.
* The Endless Stagger: a perk for destruction magic will cause an enemy to stagger when hit by a double cast spell (casting the same spell with both hands so that instead of two spells, it makes a single, more powerful spell). Here's what makes it a Game Breaker: It staggers everything short of an elder dragon, and anything over the novice "spray" spells will stagger any enemy, and if your mana regen is high enough, by the time the enemy is coming out of his stagger (it lasts three seconds, except with dragons, and that just stops what they were doing, be it breath attack, bite, or tail slap, even while airborne), you've gained back the mana you used casting the spell if you have sufficient regen boost and cost reduction.. As long as you cast the spell as your opponent has just come out of the stagger, it will stagger him again. This even works on dragon priests, so you can keep them from getting off any spells if you are quick enough. Use the 0% destruction magic trick above, and you can do this endlessly until the target dies. Multiple opponents are much more difficult, but with area spells like fireball and jumping attacks like chain lightning, still possible.
** Please note, this strategy works best on magic users and archers, as warriors tend to advance rather quickly, and still move forward a little while staggering. Just cast while retreating, and you'll stay unharmed.
* On another note: Fire magic. Only a small handful of enemies have fire resistance (fire dragons, flame atronchs, dark elves, dwarven inventions to a lesser extent), and many enemies are vulnerable to fire (spriggans, frost atronachs, all undead, ice dragons), this is the magic to use 9 times out of 10, so it's the best one to put in your damage boosting perks into, and the best one for your weapon enchantments. Lightning comes a close second, since even fewer creatures have lightning resistance, it's hitscan when cast as a spell, and it drains a caster's mana. A sword with both fire and lightning enchantments tacked on is devastatingly lethal fully perked out.
** Meanwhile, frost will slow any enemy attempting to close the distance with you to a crawl, allowing players to quickly and easily farm giants and mammoths for their [[LamePun mammoth]] souls while keeping warriors at arm's reach. Note that this works both ways, rendering enemies wielding frost spells (read: every necromancer in the game) [[DemonicSpiders Demonic Spiders.]]
* The [[http://elderscrolls.wikia.com/wiki/Oghma_Infinium Oghma Infinium glitch.]] This book meant to be single-use can be tricked into replicating endlessly, providing full skill and level cap within minutes.
** This was patched and replaced with a very bad bug instead. Not only will this trick ''not work'' anymore, but depositing the Infinium in ''any'' container (bookshelf, chest, corpse, etc) will result in the book getting wiped out clean ''as if you had used it'', even if you haven't.
* 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.]] Stealth in general is effective because the TooDumbToLive AI will simply give up on searching for you no matter how many times you damage them. You can shoot an arrow into a guard's face and walk away and within twenty seconds he will say "must have just been my imagination", even if his partner is lying dead on the floor from arrows to the face.
** If you want to make it even crazier, get the perk that makes you invisible for a couple seconds whenever you crouch (Shadow Warrior, requiring 100 sneaking). This will force you into 'sneak' mode even if the enemy has full sight of you letting you stealth crit people in direct combat. There are catches, though - fighting multiple enemies will usually make it impossible to "facestab" people in this way, and some enemies are flat-out too good at detecting you for the tactic to work on them (notably 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.
* For minimal effort you can make vegetable soup. Eating that gives you a very small amount of health and stamina per second for 720 seconds. This allows you to continually bash opponents. It takes time, but anything you can get 1v1 with can be bashed to death. You take no damage because the bashes interrupt everything they do. There is a perk that increases bash damage in the blocking tree.
** Plus, a shield that you can get during the main quest causes additional bleeding damage while bashing, meaning that you can violently impale your enemy on the shield spikes over and over until he dies.
** Somewhat hindered by the fact that eating several vegetable soups will crash your game if you open your magic menu.
* Unequipping & equipping gear that increases stamina, health and or mana gives you that amount. The gear change can be hotkeyed. You can cycle identical sets of gear as to continually replenish the stats without ever being without armor. This essentially makes the above gamebreaker to get zero mana cost unnecessary, along with health and stamina potions.

to:

* 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 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]].
* 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, [[GoneHorriblyWrong make enchantments and potions which boost each other, which is almost as useful]]. useful. You can keep pingponging 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.
* 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]]. Note that, while that video has maxed out Alchemy, doing so is not necessary to take advantage of this.
** On that note, doing this will actually max out your alchemy skills within minutes, as the value of a potion determines the experience you gain from crafting it. Because the Restoration glitch affects the potency and thus value of the potion, it won't be long before crafting said potions nets dozens of levels at once. All you need is at least one Fortify Alchemy bonus already in effect to take advantage of this, which is easy enough to find as random loot or buy from a shop.
**
minutes]].
*
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.
* The Fortify enchantments for the magic schools reduce the magicka cost of spells from those schools. The Fortify effects stack. If you can reach a 25% boost on these enchantments, which isn't too hard, you can create a set of armor which reduces the cost of all spells from that school to zero. If you have the double enchantment perk, that's two schools that are now free. Cast those expert level spells with reckless abandon and watch your foes drop like flies.
* Enchanting in general is quite useful, as soon as you learn how to game the system to max it out (not counting the Fortify Restoration glitch). It's not even that hard to level up, since all you need is the worthless loot you get from dungeon raids and the soul gems that pile up from the same, plus some method of using Soul Trap. The best part is you don't have to waste your Grand/Black souls doing this, because the value difference between a weak enchantment and a top-notch one is minimal. It's especially good when you get into the perks. Two perks in particular make for some very interesting results. Soul Siphon restores some of your weapon charge when you kill an enemy. If your weapon has a large amount of charges (a 30 damage Fire damage enchantment at level 100 Enchanting has hundreds, for example), you have effectively infinite charge. Then there's Extra Enchant, which lets you [[ExactlyWhatItSaysOnTheTin put two enchantments on a single item]]. This can allow for insane weapon combos like a fire damage/soul trapping sword. It's even better with armor, which does not need to be charged. Make your shield block magic and add to your overall defense at the same time, make boots which improve sneak and muffle all noise, a helmet that lets you breath water and blocks damage. Really, it's just endless.
** Even better, Enchanting can make it easier to use abilities you had neglected for much of the game: if you need to level up a magic skill, use enchanting to drop the cost to zero and just start casting the spells at whatever qualifies as a valid target. Supplement your lacking sneak skill which enchantments that make it next to impossible for any character in the game to see you, even if you're clanking around in heavy armor. You can make lockpicking much simpler and open those master locks with ease. Boost your armor to +100% effectiveness. Make that weak bow put down a dragon in two hits by boosting it with smithing enchantments; a corollary to this, however, is that weapon skills build based on hits, not damage, so high damage weapons actually build skill slower.
***
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.
** There actually exists a unique two-in-one enchantment called Fiery Soul Trap that [[ExactlyWhatItSaysOnTheTin simultaneously casts Soul Trap and inflicts fire damage when you hit an enemy]]. The best part is that this is a single effect. If you combine it with Extra Enchant, you add another enchantment to your weapon. You effectively now have a weapon with three enchantment effects.
** Speaking of Enchantment, the Drainheart Sword's Absorb Health and the other weapons' Absorb Health enchantment are considered as separate entities, in other words, you can ''stack'' two Absorb Health enchantments at once and put it onto any weapon you want, effectively a homemade ''[[ArtifactOfDoom Ebony Blade]]''.
* Before it was patched, Smithing could be leveled extremely fast using cheap leather to make leather armor pieces or iron bars to make iron daggers en masse, quickly building up skill. You can then sell it all to a merchant for a modest price, especially if you enchant them to boost their value and thus level Enchanting at the same time. The 1.6 patch made smithing experience equivalent to the value of the item being forged. This strategy is now only good if you need to round off the last few levels of smithing. However, the go-to leveling strategy is to make Dwarven bows, which literally only require dwarven ingots to make. Dwarven equipment is good but not great, so you're sacrificing nothing by converting all that dwarven scrap into something useful.
** Smithing, while much harder to level, is still conveninent because of the advantages it can afford you. Since loot type is determined by level, leveling up smithing gives you access to the stronger armor and weapons long before they start dropping. In tandem with Enchanting and Alchemy, you can also boost the effectiveness of said equipment by absurd amounts, making weapons that will put down a legendary dragon in a few hits and armor that is twice the armor cap, plus whatever strong enchantments you want to stack on.
* The [[StunLock Endless Stagger: Stagger]]: a perk for destruction magic will cause an enemy to stagger when hit by a double cast spell (casting the same spell with both hands so that instead of two spells, it makes a single, more powerful spell). Here's what makes it a Game Breaker: It staggers everything short of an elder dragon, and anything over the novice "spray" spells will stagger any enemy, and if your mana regen or cost reduction is high enough, by the time the enemy is coming out of his stagger (it lasts three seconds, except with dragons, and that just stops what they were doing, be it breath attack, bite, or tail slap, even while airborne), you've gained back the mana enough (not hard to do), you used casting the spell if you have sufficient regen boost and cost reduction..can spam it ''ad nauseam''. As long as you cast the spell as your opponent has just come out of the stagger, it will stagger him again. This even works on dragon priests, so you can keep them from getting off any spells if you are quick enough. Use the 0% destruction magic trick above, and you can do this endlessly until the target dies. Multiple opponents are much more difficult, but with area spells like fireball and jumping attacks like chain lightning, still possible.
** Please note, this strategy works best on magic users and archers, as warriors tend to advance rather quickly, and still move forward a little while staggering. Just cast while retreating, and you'll stay unharmed.
* On another note: Fire magic. Only a small handful of enemies have fire resistance (fire dragons, flame atronchs, dark elves, dwarven inventions to a lesser extent), and many enemies are vulnerable to fire (spriggans, frost atronachs, all undead, ice dragons), this is the magic to use 9 times out of 10, so it's the best one to put in your damage boosting perks into, and the best one for your weapon enchantments. Lightning comes a close second, since even fewer creatures have lightning resistance, it's hitscan when cast as a spell, and it drains a caster's mana. A sword with both fire and lightning enchantments tacked on is devastatingly lethal fully perked out.
** Meanwhile, frost will slow any enemy attempting to close the distance with you to a crawl, allowing players to quickly and easily farm giants and mammoths for their [[LamePun mammoth]] souls while keeping warriors at arm's reach. Note that this works both ways, rendering enemies wielding frost spells (read: every necromancer in the game) [[DemonicSpiders Demonic Spiders.]]
* The
* Pre-patch, there was [[http://elderscrolls.wikia.com/wiki/Oghma_Infinium a glitch involving the Oghma Infinium glitch.Infinium.]] This RareCandy book meant to be single-use can be tricked into replicating endlessly, providing full skill and level cap within minutes.
**
minutes. This exploit was patched and replaced with a very bad bug instead. Not only will this trick ''not work'' anymore, but depositing the Infinium removed in ''any'' container (bookshelf, chest, corpse, etc) will result in the book getting wiped out clean ''as if you had used it'', even if you haven't.
a patch.
* 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.]] Stealth in general is effective because the TooDumbToLive AI will simply give up on searching for you no matter how many times you damage them. You can shoot an arrow into a guard's face and walk away and within twenty seconds he will say "must have just been my imagination", even if his partner is lying dead on the floor from arrows to the face.
** If you want to make it even crazier, get the perk that makes you invisible for a couple seconds whenever you crouch (Shadow Warrior, requiring 100 sneaking). This will force you into 'sneak' mode even if the enemy has full sight of you letting you stealth crit people in direct combat. There are catches, though - fighting multiple enemies will usually make it impossible to "facestab" people in this way, and some enemies are flat-out too good at detecting you for the tactic to work on them (notably 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.
* For minimal effort you can make vegetable soup. Eating that gives you a very small amount of health and stamina per second for 720 seconds. This allows you to continually bash opponents. It takes time, but anything you can get 1v1 with can be bashed to death. You take no damage because the bashes interrupt everything they do. There is a perk that increases bash damage in the blocking tree.
**
tree. Plus, a shield that you can get during the main quest causes additional bleeding damage while bashing, meaning that you can violently impale your enemy on the shield spikes over and over until he dies.
** Somewhat hindered by the fact that eating several vegetable soups will crash your game if you open your magic menu.
* Unequipping & equipping gear that increases stamina, health and or mana gives you that amount. The gear change can be hotkeyed. You can cycle identical sets of gear as to continually replenish the stats without ever being without armor. This essentially makes the above gamebreaker to get zero mana cost unnecessary, along with health and stamina potions.



* Elemental Fury (a dragon shout that boosts attack speed with melee) + the Steed stone (a stone whose ability makes armor, even heavy armor, weightless, and as a result boosts attack speed even with two handed weapons regardless of armor) + a perk that boosts attack speed when dual wielding one handed weapons = everything dies screaming. For a two handed weapons expert, Elemental fury and the Stallion stone allows the player in heavy armor to wield a two handed warhammer with the speed of a one handed weapon.
** The only drawback to Elemental Fury is that it can't be used while carrying enchanted weaponry.
* Being an Orc is, in many ways, a serious GameBreaker for melee characters. How? Let us count the ways.

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* Elemental Fury (a dragon shout that boosts attack speed with melee) + the Steed stone (a stone whose ability makes armor, even heavy armor, weightless, and as a result boosts attack speed even with two handed weapons regardless of armor) + a perk that boosts attack speed when dual wielding one handed weapons = everything dies screaming. For a two handed weapons expert, Elemental fury and the Stallion stone allows the player in heavy armor to wield a two handed warhammer with the speed of a one handed weapon.
** The only drawback to Elemental Fury is that it can't be used while carrying enchanted weaponry.
* Being an Orc is, in many ways, if properly exploited, a serious GameBreaker for melee characters. How? Let us count the ways.characters in a couple of ways:



** Three, the innate bonuses to heavy armor, smithing and enchanting. Using the Warrior stone to boost your experience growth, and orc has a faster and easier time maxing out his enchanting, heavy armor and smithing skills than most other races.
*** Putting these three advantages together, an orc can reach lvl 80 smithing very quickly, make ebony armor for himself very quickly, and use enchanting and smithing to make them very powerful very quickly. Normally, you'd have to be lvl 46 before you could even get ebony equipment in shops. With a training regimen focused on smithing, you can get Daedric gear before you are lvl '''23''', and it will only improve from there. An orc's large starting boost to heavy armor puts it to excellent use, as well.
* Conjuring Dremora Lords. Get at least 65 Conjuration and you can summon one of these guys. They're strong enough to go toe to toe with most things and ''win''. Dragons included. Even if they're killed, you can simply summon another one. Then another one. Then another one. Repeat until your target(s) are dead. This becomes even more effective once you get the perk that halves the cost of casting it. Then, you can make it even ''more'' effective by getting the Twin Souls perk, which allows you to have two summons at a time. Two Dremora Lords against anything is pretty much a CurbStompBattle.
** For those not understanding why this is such a powerful gamebreaker (maybe you fought Dremora Lords before and were not impressed), a dremora lord is summoned with a powerful two handed daedric greatsword that is always enchanted with additional fire damage, and wear daedric armor. Unless you're playing on harder difficulties, most enemies will never wear anything above steel plate (and those are typically bosses) so your opponents are almost always out-classed.
** There are two ways to get this. One can be done surprisingly early (level 14, pay close attention to taverns) in the game and is a hilarious quest to boot. The spell tome to conjure Dremora however can rarely be found in the world as an item. If you neglect conjuration for a long time, you can power level VERY quickly.



* 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 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.

to:

* 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.



** The catch? You must be level 22 at minimum to find a paralyzing weapon in loot or shops.
* A simple, rare alteration spell, Transmute, can easily be this. It's almost impossible to find in shops, but it can be found in Halted Stream Camp, a bandit lair in walking distance of Whiterun, on a table in plain view. The spell does two things: when cast, it will turn a single piece of iron ore into silver, or a piece of silver ore into gold. Two castings of the spell will turn a lump of iron ore, the most commonly found ore in the game, that has multiple mines spread through Skyrim, into one of the most expensive. And crafting jewelery requires no levels in smithing whatsoever. An adept level spell, it has a high mana cost (nearly 100), but with high mana regen (or just by waiting an hour, which restores it for free), you can spam it repeatedly, and an adept in alteration can cast it at lower cost. Turn the gold ore into ingots, then jewelry, enchant them, and you have some high grade VendorTrash to sell. This allows you to raise smithing, speech, and enchanting easily (enchanted rings and necklaces sell quite well). It's practically money for nothing. The best part? Halted Stream Camp, the best place to find it, is AN IRON MINE. There are 16 iron veins inside, so you can pull 48 gold ore in just one run. And you won't even need to bring your own pickaxe, they can be found all over. Just one more reason to use your spells.

to:

** The catch? You must be level 22 at minimum to find a paralyzing weapon in loot or shops.
* A simple, rare alteration spell, Transmute, can easily be this. It's almost impossible to find in shops, but it can be found in Halted Stream Camp, a bandit lair in walking distance of Whiterun, on a table in plain view. The spell does two things: when cast, it will turn a single piece of iron ore into silver, or a piece of silver ore into gold. Two castings of the spell will turn a lump of iron ore, the most commonly found ore in the game, that has multiple mines spread through Skyrim, into one of the most expensive. And crafting jewelery jewelry requires no levels in smithing whatsoever. An adept level spell, it has a high mana cost (nearly 100), but with high mana regen (or just by waiting an hour, which restores it for free), you can spam it repeatedly, and an adept in alteration can cast it at lower cost. Turn the gold ore into ingots, then jewelry, enchant them, and you have some high grade VendorTrash to sell. This allows you to raise smithing, speech, and enchanting easily (enchanted rings and necklaces sell quite well). It's practically money for nothing. The best part? Halted Stream Camp, the best place to find it, is AN IRON MINE. There are 16 iron veins inside, so you can pull 48 gold ore in just one run. And you won't even need to bring your own pickaxe, they can be found all over. Just one more reason to use your spells.



** To guarantee raising your conjuration raises to 50 before the end of Bleak Falls Barrow, be sure you get Bound Blade, then cast it before you aggro your zombies. This will cause your level to raise at double speed, since having a bound weapon out when combat starts will raise the level. Just be sure you use weak attacks to aggro the zombie before finishing it off. If the zombie dies before it can aggro (Skeevers are prone to this), you get nothing. Best use an iron dagger, or for a non-khajiit, bare hands.
* Even better, is the rather simple [[YourSoulIsMine Soul Stealer skill]]. While it sounds simple (all bound weapons cast soul trap on targets), two amazing things come out of this:
** First is that it [[SimpleYetAwesome gives Soul Trap enchantments to ALL your Bound Weapons, including the mentioned Bound Bow]], meaning you don't have to waste money for Soul Trap items. Even better, it adds to your Atronachs as well!
** Second is that this skill is ''20 levels lower that the mentioned level 50 that you can gain'', and comes after the Mystic Binding Skill, that increases Bound Weapon damage, ''and that too is even lower - at level 20.''



* The Conjuration Spell Bound Bow can be a tremendous Game Breaker with the right build. Why? Well, in addition to the other reasons a Bound weapon can be a Game Breaker, or at least a DiscOneNuke, they come with one special feature: Regenerating Daedric arrows. For those who are unaware, Daedric arrows are super-rare, and very expensive, to the point you'd save them for bosses, and even then, only for very tough ones. Bound Bow comes with 100 Daedric strength arrows each time it is cast, meaning you don't have to worry about wasting expensive arrows. Plus, it's boosted by Archery Perks and fortify archery enchants, allowing you to raise the damage further. Combine it with Sneak, and the x3 sneak damage bonus, and with a regular attack, it can do up to 150+ damage per shot, 450+ damage per sneak attack. To maximize its sneaking potential, the Illusion 50 perk for silent spell casting is very important, but if you spam the spell Muffle (one of only a small handful of spells you can spam that will raise exp and grants a huge exp amount when cast), you'll have that in no time.
* 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.
** Made worse with 100% Alteration reduction apparel. Just grab an item with telekinesis, enter the menu while holding it, and use the map to fast travel. The game calculates experience for holding telekinesis for the game time passed while fast travelling. Travel a fair distance and you can level from 15 to 100 in one go, in just one load screen.

to:

* The Conjuration Spell Bound Bow can be a tremendous Game Breaker with the right build. Why? Well, in addition to the other reasons a Bound weapon can be a Game Breaker, or at least a DiscOneNuke, they come with one special feature: Regenerating Daedric arrows. For those who are unaware, Daedric arrows are super-rare, and very expensive, to the point you'd save them for bosses, and even then, only for very tough ones. Bound Bow comes with 100 Daedric strength arrows each time it is cast, meaning you don't have to worry about wasting expensive arrows. Plus, it's boosted by Archery Perks and fortify archery enchants, allowing you to raise the damage further. Combine it with Sneak, and the x3 sneak damage bonus, and with a regular attack, it can do up to 150+ damage per shot, 450+ damage per sneak attack. To maximize its sneaking potential, the Illusion 50 perk for silent spell casting is very important, but if you spam the spell Muffle (one of only a small handful of spells you can spam that will raise exp and grants a huge exp amount when cast), you'll have that in no time.
* 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.
**
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.
** Made worse with 100% Alteration reduction apparel. Just grab an item with telekinesis, enter the menu while holding it, and use the map to fast travel. The game calculates experience for holding telekinesis for the game time passed while fast travelling. Travel a fair distance and you can level from 15 to 100 in one go, in just one load screen.
hours.



* 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.

to:

* 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.
**
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.



* In ''Dawnguard'', provided you do enough side quests, one of the members will give you a quest to recover a lost relic. This relic is a warhammer with a unique power. When you use a block bash, it will leave a rune trap that does significant damage when triggered. Why is it a game breaker? IT NEVER REQUIRES RECHARGING. It's possible to use this endlessly, without needing to power it back up.



* ''Hearthfire'' changes alchemy poisons from rarely useful to a serious game breaker, as it allows you to make your own garden in the game once you have built up your home sufficiently. This allows you to create a self-regenerating supply of rare and/or hard to locate ingredients for your potions. Fill your garden with Canis Root and Imp Stool, with, optionally, Mora Tapinella or Nightshade. Mixed together, these make a poison that will paralyze enemies and cause damage to health. Apply to dagger, attack enemy. Then, once he is frozen... go to work on him, then repoison your dagger and strike again as he rises. This strategy will allow you to 1 on 1 any enemy that's not immune to poison, or paralysis, and each plant in the previously mentioned garden will give 3 to 4 ingredients EACH. Even if you never apply a single perk to alchemy, this will allow you to make devastating use of poisons.
** Even better, each garden has about ten plots for plants, and there are multiple estates available (3 or 4), so you can easily make 80 pure paralysis potions each time you run the circuit.
** This add-on 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'' changes alchemy poisons from rarely useful to a serious game breaker, as it allows you to make your own garden in the game once you have built up your home sufficiently. This allows you to create a self-regenerating supply of rare and/or hard to locate ingredients for your potions. Fill your garden with Canis Root and Imp Stool, with, optionally, Mora Tapinella or Nightshade. Mixed together, these make a poison that will paralyze enemies and cause damage to health. Apply to dagger, attack enemy. Then, once he is frozen... go to work on him, then repoison your dagger and strike again as he rises. This strategy will allow you to 1 on 1 any enemy that's not immune to poison, or paralysis, and each plant in the previously mentioned garden will give 3 to 4 ingredients EACH. Even if you never apply a single perk to alchemy, this will allow you to make devastating use of poisons.
** Even better, each garden has about ten plots for plants, and there are multiple estates available (3 or 4), so you can easily make 80 pure paralysis potions each time you run the circuit.
** This add-on
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.



** Illusion in general can be extremely powerful: Illusion spells work according to level, and Illusion perks raise the level of enemies that are affected by those spells (depending on the spell and target, the level increase is around 20 levels. For expert Illusion spells, the base level is 20, so all perked out, the level max is about 40. With dual casting, that doubles to 80, and there are no enemies at normal difficulty with a level that high. The most basic spells, fully perked, have a single cast strength of 28-30, dual cast 50+, so once mastered, even basic spells can make most any enemy your bitch). Illusion is also very easy to raise (spam muffle, and you'll level up relatively fast), and if you master it before anything else, the only enemies you can't directly manipulate are dragons. Even dungeon bosses will be made to feel fear, fury, and/or calm. An ally, or conjured monsters, are all you'll need to wipe the floor with what's left after your enemies finish killing each other and/or running away like cowards. While Illusion won't let you directly kill your enemies, it can be used to indirectly kill you enemies: it's endlessly entertaining to use a fear spell to make your enemies run into any number of traps, up to and including pitfalls, poison dart launchers, swinging spike grates, and swinging guillotines. And given how effective stealth is in this game, there are very few problems that cannot be solved by turning invisible.
*** Another interesting use for Illusion is killing people in cities without penalties. Normally, it is extremely hard to get rid of a target wandering the streets - even if you do it while sneaking, guards tend to find you out. However, instead of killing someone directly, you can use a Fury or similar spell to enrage the target, making it attack guards and get itself killed. This is much easier to do from cover, and even if you '''do''' get find out, you'll only be penalized for assault (40 coins) as opposed to murder.
*** With the addition of legendary skills, the Master level Illusion spells become simply ridiculous for level grinding. Their tremendous area of effect mean that a single cast will likely affect almost an entire town, easily boosting your Illusion skill by ''dozens'' of levels per cast; equip a set of gear that gives 100% cost resistance on Illusion spells and spam Harmony in the middle of Whiterun, and you can level up so quickly that ''the display simply cannot keep up.''
* [[Webcomic/PennyArcade Turns out there was a reason to save all those brooms.]] In the mages college at Winterhold, the Atronach Forge allows you to craft several items. With a broom, Void Salts, an unfilled soul gem greater level or higher, and an orichalcum ingot or ore fragment, you can craft a Staff of Storm Atronach. In addition to being a very powerful staff, it also sells very, very well, the staff selling much better than its ingredients do.
** Even better, with the exception of Void Salts, you can find all of the stuff lying around, and even Void Salts will occasionally show up around alchemy workspaces and apothecary pouches. You can also use the Atronach Forge to make Void Salts with just an amethyst, any unfilled soul gem (petty is most cost effective), and salt.
* A perk in the DLC ''Dragonborn'' that you can get as part of the main storyline allows you to increase the strength of Unrelenting Force and cause it to occasionally disintegrate enemies. The Shout Dragon Aspect, once completed, increases the power of all shouts, including Unrelenting Force. Combined, it makes Fus Ro Da, an already useful shout, unspeakably powerful.
** Dragon Aspect in general: increased physical strength, armor, and stronger shouts: it's basically a slightly improved version of the Orc's Berserker Rage skill that also improves shouts. Combine Berserker Rage, Dragon Aspect, and Elemental Fury, and not even bosses will be able to last more than a few seconds against you.

to:

** Illusion in general can be extremely powerful: Illusion spells work according to level, and Illusion perks raise the level of enemies that are affected by those spells (depending on the spell and target, the level increase is around 20 levels. For expert Illusion spells, the base level is 20, so all perked out, the level max is about 40. With dual casting, that doubles to 80, and there are no enemies at normal difficulty with a level that high. The most basic spells, fully perked, have a single cast strength of 28-30, dual cast 50+, so once mastered, even basic spells can make most any enemy your bitch). Illusion is also very easy to raise (spam muffle, and you'll level up relatively fast), and if you master it before anything else, the only enemies you can't directly manipulate are dragons. Even dungeon bosses will be made to feel fear, fury, and/or calm. An ally, or conjured monsters, are all you'll need to wipe the floor with what's left after your enemies finish killing each other and/or running away like cowards. While Illusion won't let you directly kill your enemies, it can be used to indirectly kill you enemies: it's endlessly entertaining to use a fear spell to make your enemies run into any number of traps, up to and including pitfalls, poison dart launchers, swinging spike grates, and swinging guillotines. And given how effective stealth is in this game, there are very few problems that cannot be solved by turning invisible.
*** Another interesting use for Illusion is killing people in cities without penalties. Normally, it is extremely hard to get rid of a target wandering the streets - even if you do it while sneaking, guards tend to find you out. However, instead of killing someone directly, you can use a Fury or similar spell to enrage the target, making it attack guards and get itself killed. This is much easier to do from cover, and even if you '''do''' get find out, you'll only be penalized for assault (40 coins) as opposed to murder.
*** With the addition of legendary skills, the Master level Illusion spells become simply ridiculous for level grinding. Their tremendous area of effect mean that a single cast will likely affect almost an entire town, easily boosting your Illusion skill by ''dozens'' of levels per cast; equip a set of gear that gives 100% cost resistance on Illusion spells and spam Harmony in the middle of Whiterun, and you can level up so quickly that ''the display simply cannot keep up.''
* [[Webcomic/PennyArcade Turns out there was a reason to save all those brooms.]] In the mages college at Winterhold, the Atronach Forge allows you to craft several items. With a broom, Void Salts, an unfilled soul gem greater level or higher, and an orichalcum ingot or ore fragment, you can craft a Staff of Storm Atronach. In addition to being a very powerful staff, it also sells very, very well, the staff selling much better than its ingredients do.
**
do. Even better, with the exception of Void Salts, you can find all of the stuff lying around, and even Void Salts will occasionally show up around alchemy workspaces and apothecary pouches. You can also use the Atronach Forge to make Void Salts with just an amethyst, any unfilled soul gem (petty is most cost effective), and salt.
* A perk in the DLC ''Dragonborn'' that you can get as part of the main storyline allows you to increase the strength of Unrelenting Force and cause it to occasionally disintegrate enemies. The Shout Dragon Aspect, once completed, increases the power of all shouts, including Unrelenting Force. Combined, it makes Fus Ro Da, an already useful shout, unspeakably powerful.
** Dragon Aspect in general: increased physical strength, armor, and stronger shouts: it's basically a slightly improved version of the Orc's Berserker Rage skill that also improves shouts. Combine Berserker Rage, Dragon Aspect, and Elemental Fury, and not even bosses will be able to last more than a few seconds against you.
salt.



** There is a price for respec-ing your character. It costs one dragon soul to strip the perks off of a single skill tree. However, when you beat Miraak, you get 6 plus however many dragons you've killed in the plugin dragon souls, so you can respec yourself immediately, or whenever you are ready to do so.
* It is now possible to create a character with 100% magic absorption: The Atronach Stone grants 50% spell absorbtion at the cost of reduced mana regen (can be overcome or lessened with enchantments, and perks from the school of restoration). The Atronach perk grants 30% spell absorption. Miraak, the big bad of ''Dragonborn'', wears an equipment set that, when the robes, gloves, and boots are worn together, offers 25% spell absorption. That comes to 105% total. Combine this with the Dragonhide Master level spell in Alteration, and you are NighInvulnerable. The only drawbacks to this is that it will prevent you from being able to cast Conjuration Spells, and it will also absorb any healing spells, or alteration armor spells you cast on yourself while at 100% absorption.
** Sadly, the Summon Durnehviir shout can be absorbed, so if you do this, you can't use Durnehviir anymore (trying to do so will still give you the 300 seconds shout cooldown). Of course, you can just use the armor bind trick above to strip your armor for a second.
* The Black Books contain some great powers:
** Mora's Boon: Fully restore Stamina, Health, and Magicka once a day.
** Secret Of Protection: You take half damage for 30 seconds once a day.
** Secret Of Arcana: For 30 seconds, spells use no magicka once a day.
** The king of them all, though, is Black Market: Summon a Dremora merchant for 15 seconds (time freezes while in the merchant's menu), ''as often as you like and wherever you like, for no magicka''. The Dremora will have 2000 gold for you to burn through, and if you are willing to utilize a simple exploit (sell him things until he's out of gold, wait for him to de-summon, save game, turn off Skyrim, turn it back on again) you can reset his gold instantly (as opposed to the the two days you would otherwise have to wait). Essentially, this one ability makes all carry weight restrictions meaningless, since whenever you become overencumbered, just summon the merchant and sell him things until you're within bounds again. And it gets even ''better''! His inventory of things to sell to you is limited, but it is ''always'' well-leveled, meaning that once your level is high enough, he will exclusively sell Daedric equipment--two random weapons, one with a random enchantment, and two random armor pieces, one with a random enchantment, and about 10 Daedric arrows. Using the above trick to force a gold/stock reset, he can be farmed for Daedric arrows as long as you've got the gold to buy them, or rare enchantments--the Paralysis enchantment, for example, is absurdly powerful and usually absurdly difficult to find a weapon to disenchant for it, but weapons of paralyzing appear in his stock with some regularity. Probably the only downsides are that he won't buy stolen goods, and he isn't affected by speechcraft so dealing with him is slightly less profitable than other merchants.

to:

** There is a price for respec-ing your character. It costs one dragon soul to strip the perks off of a single skill tree. However, when you beat Miraak, you get 6 plus however many dragons you've killed in the plugin dragon souls, so you can respec yourself immediately, or whenever you are ready to do so.
* It is now possible to create a character with 100% magic absorption: The Atronach Stone grants 50% spell absorbtion absorption at the cost of reduced mana regen (can be overcome or lessened with enchantments, and perks from the school of restoration). The Atronach perk grants 30% spell absorption. Miraak, the big bad of ''Dragonborn'', wears an equipment set that, when the robes, gloves, and boots are worn together, offers 25% spell absorption. That comes to 105% total. Combine this with the Dragonhide Master level spell in Alteration, and you are NighInvulnerable. The only drawbacks to this is that it will prevent you from being able to cast Conjuration Spells, and it will also absorb any healing spells, or alteration armor spells you cast on yourself while at 100% absorption.
** Sadly, the Summon Durnehviir shout can be absorbed, so if you do this, you can't use Durnehviir anymore (trying to do so will still give you the 300 seconds shout cooldown). Of course, you can just use the armor bind trick above to strip your armor for a second.
* The Black Books contain some great powers:
** Mora's Boon: Fully restore Stamina, Health, and Magicka once a day.
** Secret Of Protection: You take half damage for 30 seconds once a day.
** Secret Of Arcana: For 30 seconds, spells use no magicka once a day.
** The king of them all, though, is Black Market: Summon a Dremora merchant for 15 seconds (time freezes while in the merchant's menu), ''as often as you like and wherever you like, for no magicka''. The Dremora will have 2000 gold for you to burn through, and if you are willing to utilize a simple exploit (sell him things until he's out of gold, wait for him to de-summon, save game, turn off Skyrim, turn it back on again) you can reset his gold instantly (as opposed to the the two days you would otherwise have to wait). Essentially, this one ability makes all carry weight restrictions meaningless, since whenever you become overencumbered, just summon the merchant and sell him things until you're within bounds again. And it gets even ''better''! His inventory of things to sell to you is limited, but it is ''always'' well-leveled, meaning that once your level is high enough, he will exclusively sell Daedric equipment--two random weapons, one with a random enchantment, and two random armor pieces, one with a random enchantment, and about 10 Daedric arrows. Using the above trick to force a gold/stock reset, he can be farmed for Daedric arrows as long as you've got the gold to buy them, or rare enchantments--the Paralysis enchantment, for example, is absurdly powerful and usually absurdly difficult to find a weapon to disenchant for it, but weapons of paralyzing appear in his stock with some regularity. Probably the only downsides are that he won't buy stolen goods, and he isn't affected by speechcraft so dealing with him is slightly less profitable than other merchants.
absorption.



** This perk's usefulness and its status as a clever LoopholeAbuse rather than an outright game breaking bug is the reasons why the unofficial skyrim patch caused such an outcry among the Skyrim community when they "fix" it.
* Tired of enchantments running out on your weapons? Wearing equipment that reduces the cost of destruction spells also decreases the drain on enchanted weaponry. 100% cost reduction allows for infinite use without need for re-charging.
* You can make an unimaginably powerful enchanted weapon using the Chaos weapon enchant, several perks in the destruction magic tree, and the masks of the three masked dragon priests in Dragonborn if you use a Stahlrim weapon as the base. Here's what you need to know: The perks that boost magic damage in the destruction tree improve the elemental damage done by enchanted weapons. They work just as effectively as the perks that do the same in the enchantment tree, if not more so. Max enchanting, obtain those perks, make or buy a stahlrim weapon of your choice, then go to the enchanter. If you have your enchanting fully maxed out, and all of the perks necessary to boost elemental damage, plus the mask of one of the elemental dragon priests, you'll see that the Chaos enchant is close to 300 (using alchemy potions, a perk, and some enchanted gear found in one of the Dragonborn dungeons, you can boost it even further). This is because each of those perks improve the power of the Chaos enchant, as does the mask, plus the Stahlrim weapon itself. So you now have a weapon that with each swing, has the chance to inflict 300 fire, 300 frost, and 300 shock damage with every swing. If all three of those sync up (1 in 8 chance per swing), that's 900 damage with the Chaos enchant alone. With the perk for two enchantments, you can add a frost enchantment, which will also be boosted by most of the perks you have and the Stahlrim weapon, which will do between 100 and 150 frost damage. That's right, your weapon can potentially do over 1000 magic damage per swing!
* With the removal of the level cap, you can take a skill that's at 100, reset it to 15, and re-raise it to gain levels (therefore giving you perks and health/magicka/stamina). Combine that with enchantments that can reduce a spell's cost to 0, and you can use Alteration's Telekinesis to pick up an object, then tape down the button, wait 15 minutes, and Alteration is back at 100. Reset it, rinse, repeat and you can eventually have enough perk points to buy every perk in the game (which makes you ridiculously powerful).
** This will also give you enough Hp, Mp, and Stamina to be NighInvulnerable. Only catch is, to max out, you have to repeat the process a whopping 147 times: At 15 minutes per... that comes to a grand total of 36.75 hours, unless you get the Atherium Crown and use both the Mage Stone and the Lover Stone to boost exp gain 35%, and even then, minus the 35%, that's still approximately 24 hours.
** This is even better if you go and make the Alteration and/or Illusion Ritual Spell quests on the College of Winterhold the first time you get those skills to 100; that way you can use the Master level spells at no expense if you have your enchanted magicka reducing set for said school, greatly decreasing the leveling time after you reset it to 15: just to put things in perspective: the first casting of, say, Harmony (one of the Master level Illusion, which you can spam in a city with no consequences) can level your skill from 15 to the mid 30's, exact level depending on the amount of people affected. Illusion can be re-capped in less than 5 minutes this way, it's so fast, the leveling prompt lags and delays, informing you that you got to level 100 in Illusion about 2 minutes after you did. The same can be done with Mass Paralysis in Alteration, although that gets you a 40 gold fine if you use it on a city but, at this point, who cares?
** If you pick up an item, say, a dagger, with Telekinesis with 100% cost reduction, then Fast Travel to the other side of the map (Riften to Markarth is a common one, as it also helps to reset merchants), the game will credit you for all of the 'time' to carry that dagger across the map. 15 to 100 in ''seconds.''
** If you've got money to burn and don't want to take the time to level some of the more difficult skills to level, such as lockpicking, the lack of a level cap means unlimited access to trainers (though they can only get skills to level 80).
* With sufficient exploitation of the Alchemy, Enchanting and Smithing skills in ''Skyrim'', it is possible to make weapons that will kill '''anything''' in one hit.
** Max level Enchanting can reduce the magic cost of a school of magic by 25%. The player can wear four pieces of clothing that have such enchants at one time, reducing the cost of a given school of magic to 0. With the right perks, a player can double up enchants to make that apply to two schools of magic, and if combined with Destruction magic's Impact perk, the player can stunlock ''anything'' indefinitely (this is the main redeeming feature of magic in Skyrim, which is otherwise considered quite underpowered).
* The arrow smithing ability added in the ''Dawnguard'' can easily be this. It allows you to make twenty four arrows using just one firewood and one ingot of the desired quality material. Without this ability, acquiring arrows in any quality above Nordic / steel was extremely difficult. [=NPCs=] don't usually carry arrows of higher qualities than those until late in the game, and even then which type of arrow they carry is all across the board, making it difficult to build up stocks of a single type of higher quality arrow to use reliably. With the new smithing ability you can easily craft hundreds of ebony or even dragon bone arrows in little time.
* More of a quest-breaker than Game Breaker, the Breton race trait of 25% resist magic plus the racial ability Dragonskin, which absorbs 50% magicka for 60 seconds. Combined, these make the Eye Of Magnus quest ridiculously easy. The Dragon Priest you face to get the Staff of Magnus uses the staff itself as his main weapon. After taking out his guards, activate Dragonskin. Reason? The Staff of Magnus' effect is to [[ManaDrain drain the magicka of a target]]. Since Bretons only take half damage from magic, its power is halved. The remaining fifty percent is absorbed into your own magicka supply. The Dragon Priest does not notice this and continues to attack you harmlessly with the staff, and you essentially have free reign to cast spells at him for 60 seconds. Once you've defeated him, retrieve his mask and the staff. His mask gives you a 100% boost to magicka regen, meaning you get your magicka back twice as fast. As above, the staff absorbs the magicka of the target. However, it also has the additional effect of absorbing the target's health once their magicka is depleted. Return to the College, where you are betrayed by the obviously evil Thalmor who was put in charge. Equip the mask. Equip the staff. Activate Dragonskin. When the fight breaks out, start [[ManaDrain draining his magicka]]. Laugh at his despair as his spells fail to affect you and the staff begins absorbing enough of his health to offset any melee damage he does to you in desperation.
* Odahviing could also be considered this. With the Call Dragon shout, he flies to your side while raining fire down on your foes. Better yet, he is an essential character, meaning he can't die, and he will not leave until all foes are vanquished. Meeting him at level 36 or higher also results in him gaining the power of an Ancient Dragon, the most powerful variant in the base game. Also, guess what? The Dragonborn DLC allows you to tame and ride him.
** Normally, the long cooldown would prevent you from taming Odahviing, but if you summon him and wait for a few hours, the cooldown will be gone, but he's still on his way, so you can tame him as soon as he lands.
* But what about offensive skills, those that require you to actually be hitting something? Can you level them up without danger to your person? Well... you could get a horse and attack it (this does raise offensive skills and horses will not fight back), but it will soon die from the abuse and you'll be a thousand gold short. Unless... that horse is Shadowmere (a reward from a quest in the Dark Brotherhood chain) or Arvak (you can gain the ability to summon him in the Soul Cairn, accessed as part of the Dawnguard questline). Shadowmere has a ludicrous amount of health and a HealingFactor that makes it NighInvulnerable, making for [[VideoGameCrueltyPotential a great punching bag]] to level combat skills on. Even if you do accidentally kill it (which is unlikely), it respawns in a few days. Arvak is a little less convenient for this purpose, as it has less health and lasts only 60 seconds anyways, so you constantly need to resummon him whenever he dies or despawns.

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** This perk's usefulness and its status as a clever LoopholeAbuse rather than an outright game breaking bug is the reasons why the unofficial skyrim patch caused such an outcry among the Skyrim community when they "fix" it.
* Tired of enchantments running out on your weapons? Wearing equipment that reduces the cost of destruction spells also decreases the drain on enchanted weaponry. 100% cost reduction allows for infinite use without need for re-charging.
* You can make an unimaginably powerful enchanted weapon using the Chaos weapon enchant, several perks in the destruction magic tree, and the masks of the three masked dragon priests in Dragonborn if you use a Stahlrim weapon as the base. Here's what you need to know: The perks that boost magic damage in the destruction tree improve the elemental damage done by enchanted weapons. They work just as effectively as the perks that do the same in the enchantment tree, if not more so. Max enchanting, obtain those perks, make or buy a stahlrim weapon of your choice, then go to the enchanter. If you have your enchanting fully maxed out, and all of the perks necessary to boost elemental damage, plus the mask of one of the elemental dragon priests, you'll see that the Chaos enchant is close to 300 (using alchemy potions, a perk, and some enchanted gear found in one of the Dragonborn dungeons, you can boost it even further). This is because each of those perks improve the power of the Chaos enchant, as does the mask, plus the Stahlrim weapon itself. So you now have a weapon that with each swing, has the chance to inflict 300 fire, 300 frost, and 300 shock damage with every swing. If all three of those sync up (1 in 8 chance per swing), that's 900 damage with the Chaos enchant alone. With the perk for two enchantments, you can add a frost enchantment, which will also be boosted by most of the perks you have and the Stahlrim weapon, which will do between 100 and 150 frost damage. That's right, your weapon can potentially do over 1000 magic damage per swing!
* With the removal of the level cap, you can take a skill that's at 100, reset it to 15, and re-raise it to gain levels (therefore giving you perks and health/magicka/stamina). Combine that with enchantments that can reduce a spell's cost to 0, and you can use Alteration's Telekinesis to pick up an object, then tape down the button, wait 15 minutes, and Alteration is back at 100. Reset it, rinse, repeat and you can eventually have enough perk points to buy every perk in the game (which makes you ridiculously powerful).
** This will also give you enough Hp, Mp, and Stamina to be NighInvulnerable. Only catch is, to max out, you have to repeat the process a whopping 147 times: At 15 minutes per... that comes to a grand total of 36.75 hours, unless you get the Atherium Crown and use both the Mage Stone and the Lover Stone to boost exp gain 35%, and even then, minus the 35%, that's still approximately 24 hours.
** This is even better if you go and make the Alteration and/or Illusion Ritual Spell quests on the College of Winterhold the first time you get those skills to 100; that way you can use the Master level spells at no expense if you have your enchanted magicka reducing set for said school, greatly decreasing the leveling time after you reset it to 15: just to put things in perspective: the first casting of, say, Harmony (one of the Master level Illusion, which you can spam in a city with no consequences) can level your skill from 15 to the mid 30's, exact level depending on the amount of people affected. Illusion can be re-capped in less than 5 minutes this way, it's so fast, the leveling prompt lags and delays, informing you that you got to level 100 in Illusion about 2 minutes after you did. The same can be done with Mass Paralysis in Alteration, although that gets you a 40 gold fine if you use it on a city but, at this point, who cares?
** If you pick up an item, say, a dagger, with Telekinesis with 100% cost reduction, then Fast Travel to the other side of the map (Riften to Markarth is a common one, as it also helps to reset merchants), the game will credit you for all of the 'time' to carry that dagger across the map. 15 to 100 in ''seconds.''
** If you've got money to burn and don't want to take the time to level some of the more difficult skills to level, such as lockpicking, the lack of a level cap means unlimited access to trainers (though they can only get skills to level 80).
* With sufficient exploitation of the Alchemy, Enchanting and Smithing skills in ''Skyrim'', it is possible to make weapons that will kill '''anything''' in one hit.
** Max level Enchanting can reduce the magic cost of a school of magic by 25%. The player can wear four pieces of clothing that have such enchants at one time, reducing the cost of a given school of magic to 0. With the right perks, a player can double up enchants to make that apply to two schools of magic, and if combined with Destruction magic's Impact perk, the player can stunlock ''anything'' indefinitely (this is the main redeeming feature of magic in Skyrim, which is otherwise considered quite underpowered).
* The arrow smithing ability added in the ''Dawnguard'' can easily be this. It allows you to make twenty four arrows using just one firewood and one ingot of the desired quality material. Without this ability, acquiring arrows in any quality above Nordic / steel was extremely difficult. [=NPCs=] don't usually carry arrows of higher qualities than those until late in the game, and even then which type of arrow they carry is all across the board, making it difficult to build up stocks of a single type of higher quality arrow to use reliably. With the new smithing ability you can easily craft hundreds of ebony or even dragon bone arrows in little time.
* More of a quest-breaker than Game Breaker, the Breton race trait of 25% resist magic plus the racial ability Dragonskin, which absorbs 50% magicka for 60 seconds. Combined, these make the Eye Of Magnus quest ridiculously easy. The Dragon Priest you face to get the Staff of Magnus uses the staff itself as his main weapon. After taking out his guards, activate Dragonskin. Reason? The Staff of Magnus' effect is to [[ManaDrain drain the magicka of a target]]. Since Bretons only take half damage from magic, its power is halved. The remaining fifty percent is absorbed into your own magicka supply. The Dragon Priest does not notice this and continues to attack you harmlessly with the staff, and you essentially have free reign to cast spells at him for 60 seconds. Once you've defeated him, retrieve his mask and the staff. His mask gives you a 100% boost to magicka regen, meaning you get your magicka back twice as fast. As above, the staff absorbs the magicka of the target. However, it also has the additional effect of absorbing the target's health once their magicka is depleted. Return to the College, where you are betrayed by the obviously evil Thalmor who was put in charge. Equip the mask. Equip the staff. Activate Dragonskin. When the fight breaks out, start [[ManaDrain draining his magicka]]. Laugh at his despair as his spells fail to affect you and the staff begins absorbing enough of his health to offset any melee damage he does to you in desperation.
* Odahviing could also be considered this. With the Call Dragon shout, he flies to your side while raining fire down on your foes. Better yet, he is an essential character, meaning he can't die, and he will not leave until all foes are vanquished. Meeting him at level 36 or higher also results in him gaining the power of an Ancient Dragon, the most powerful variant in the base game. Also, guess what? The Dragonborn DLC allows you to tame and ride him.
** Normally, the long cooldown would prevent you from taming Odahviing, but if you summon him and wait for a few hours, the cooldown will be gone, but he's still on his way, so you can tame him as soon as he lands.
* But what about offensive
Offensive skills, those that require you to actually be hitting something? Can you level them up something, can't typically be leveled without danger to your person? Well... person? Unless you could get a horse and attack it (this does raise offensive skills and horses will not fight back), but it will soon die from the abuse and you'll be a thousand gold short. Unless... that horse is Shadowmere (a reward from a quest in the Dark Brotherhood chain) or Arvak (you can gain the ability to summon him in the Soul Cairn, accessed as part of the Dawnguard questline). Shadowmere has a ludicrous amount of health and a HealingFactor that makes it her NighInvulnerable, making for [[VideoGameCrueltyPotential a great punching bag]] to level combat skills on. Even if you do accidentally kill it her (which is unlikely), it she respawns in a few days. Arvak is a little less convenient for this purpose, as it he has less health and lasts only 60 seconds anyways, so you constantly need to resummon him whenever he dies or despawns.
13th Jul '16 5:30:23 AM Mhazard
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** Speaking of Enchantment, the Drainheart Sword's Absorb Health and the other weapons' Absorb Health enchantment are considered as separate entities, in other words, you can ''stack'' two Absorb Health enchantments at once and put it onto any weapon you want, effectively a homemade ''[[ArtifactOfDoom Ebony Blade]]''.



** 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 (Assassin's Blade + Shrouded Gauntlet), that's '''[[ThereIsNoKillLikeOverkill 225 damage]]''', effectively a guarenteed OneHitKill on virtually everything.

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** 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 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.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.
13th Jul '16 5:15:42 AM Mhazard
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** 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 (Assassin's Blade + Shrouded Gauntlet), that's '''[[ThereIsNoKillLikeOverkill 225 damage]]''', effectively a guarenteed OneHitKill on virtually everything.
11th Jul '16 9:05:38 AM Scarecrow22
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** First is that it [[AwesomeYetPractical gives Soul Trap enchantments to ALL your Bound Weapons, including the mentioned Bound Bow]], meaning you don't have to waste money for Soul Trap items. Even better, it adds to your Atronachs as well!
** Second is that this skill is ''20 levels lower that the mentioned level 50 that you can gain'', and comes after the Mystic Binding Skill, that increases Bound Weapon damage.

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** First is that it [[AwesomeYetPractical [[SimpleYetAwesome gives Soul Trap enchantments to ALL your Bound Weapons, including the mentioned Bound Bow]], meaning you don't have to waste money for Soul Trap items. Even better, it adds to your Atronachs as well!
** Second is that this skill is ''20 levels lower that the mentioned level 50 that you can gain'', and comes after the Mystic Binding Skill, that increases Bound Weapon damage.damage, ''and that too is even lower - at level 20.''
11th Jul '16 9:02:28 AM Scarecrow22
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* Even better, is the rather simple [[YourSoulIsMine Soul Stealer skill]]. While it sounds simple (all bound weapons cast soul trap on targets), two amazing things come out of this:
** First is that it [[AwesomeYetPractical gives Soul Trap enchantments to ALL your Bound Weapons, including the mentioned Bound Bow]], meaning you don't have to waste money for Soul Trap items. Even better, it adds to your Atronachs as well!
** Second is that this skill is ''20 levels lower that the mentioned level 50 that you can gain'', and comes after the Mystic Binding Skill, that increases Bound Weapon damage.
10th Jul '16 1:04:33 PM Dark_Lord_
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*** While not as gamebreaking as the other examples, players can easily abuse the fact dialogue pauses the game by creating a spell that charms npc's 100 points for just a few seconds and quickly initiate dialogue during said seconds. Said spell will be ridiculously cheap in terms of magicka, but will make the entire speechcraft skill obsolete, as one simple cast will cause the target to divulge his deepest secrets.


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* Nocturnal's artifact, the Skeleton Key can be seen as this. It is an unbreakable lockpick, that basically allows you to infinitely spam the auto attempt button during the lockpick minigame, until the door opens. This small piece of metal more or less hands you the whole gameworld on a silver platter.
9th Jul '16 1:00:51 PM DoctorTItanX
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** Crafting a ring or talisman that restores health would make the player virtually immortal - very few enemies could actually reduce the player's health faster than regeneration would fix it, and only if the player allowed them to hit repeatedly. Not broken enough? Craft two.

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** Crafting a ring or talisman that restores health would make the player virtually immortal - very few enemies could actually reduce the player's health faster than regeneration would fix it, and only if the player allowed them to hit repeatedly. Not broken great enough? Craft two.



* For a broken but somewhat less abusive mechanic, players could offer a very, very low price on any transaction to a dealer. The player would suffer a small hit to their reputation with that character each time they failed, but that reputation was restored and increased one point for completing the transaction. Since there was always a chance in hell of getting it, mash the button. Clean out a mage's stock for the cost of a third of his stuff.

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* For a broken effectuve but somewhat less abusive mechanic, players could offer a very, very low price on any transaction to a dealer. The player would suffer a small hit to their reputation with that character each time they failed, but that reputation was restored and increased one point for completing the transaction. Since there was always a chance in hell of getting it, mash the button. Clean out a mage's stock for the cost of a third of his stuff.



* The Amulet of Shadows is a simple magical item easily found from the northern parts of the game, as a reward from a short quest and a simple encounter. It grants 80% chameleon for a full minute, which is equivalent to full invisibility in all practical aspects, except that it doesn't go away if one manipulates his surroundings. Enemies will run away, allowing the player to chase them at his leisure and whack them with his weapon. Items can be stolen and locks picked with impunity. Stack up some soul gems to charge the amulet, and the game is essentially, if not quite broken, then at least significantly bent and made rather trivial. Inexplicably, it is only worth 750 gold pieces if sold.

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* The Amulet of Shadows is a simple magical item easily found from the northern parts of the game, as a reward from a short quest and a simple encounter. It grants 80% chameleon for a full minute, which is equivalent to full invisibility in all practical aspects, except that it doesn't go away if one manipulates his surroundings. Enemies will run away, allowing the player to chase them at his leisure and whack them with his weapon. Items can be stolen and locks picked with impunity. Stack up some soul gems to charge the amulet, and the game is essentially, if not quite broken, great, then at least significantly bent and made rather trivial. Inexplicably, it is only worth 750 gold pieces if sold.



* In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', the player can craft five pieces of armor which each have the "Chameleon 20%" enchantment. Since spell effects stack, equipping them all results in the player being completely invisible. The way the game is coded makes it so that enemies can't intentionally attack the player no matter what, making the player almost immortal. This leads to the game actually becoming slightly ''broken'', as certain NPC interactions disregard the player's undetectable state, making for some very odd inconsistencies. If the player considers BribingYourWayToVictory, then they can purchase an add-on which allows them to obtain this armor at level 1.

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* In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', the player can craft five pieces of armor which each have the "Chameleon 20%" enchantment. Since spell effects stack, equipping them all results in the player being completely invisible. The way the game is coded makes it so that enemies can't intentionally attack the player no matter what, making the player almost immortal. This leads to the game actually becoming slightly ''broken'', overwhelming, as certain NPC interactions disregard the player's undetectable state, making for some very odd inconsistencies. If the player considers BribingYourWayToVictory, then they can purchase an add-on which allows them to obtain this armor at level 1.



* 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, [[GoneHorriblyWrong make enchantments and potions which boost each other, which is almost as broken]]. You can keep pingponging 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 broken 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, [[GoneHorriblyWrong make enchantments and potions which boost each other, which is almost as broken]].useful]]. You can keep pingponging 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 broken useful effects.



** With legendary skills in patch 1.9.26.0.8, you can, after making your Fortify Alchemy and Fortify Smithing enchants broken, 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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** With legendary skills in patch 1.9.26.0.8, you can, after making your Fortify Alchemy and Fortify Smithing enchants broken, 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.



* Enchanting in general is broken as hell, as soon as you learn how to game the system to max it out (not counting the Fortify Restoration glitch). It's not even that hard to level up, since all you need is the worthless loot you get from dungeon raids and the soul gems that pile up from the same, plus some method of using Soul Trap. The best part is you don't have to waste your Grand/Black souls doing this, because the value difference between a weak enchantment and a top-notch one is minimal. It's especially good when you get into the perks. Two perks in particular make for some very interesting results. Soul Siphon restores some of your weapon charge when you kill an enemy. If your weapon has a large amount of charges (a 30 damage Fire damage enchantment at level 100 Enchanting has hundreds, for example), you have effectively infinite charge. Then there's Extra Enchant, which lets you [[ExactlyWhatItSaysOnTheTin put two enchantments on a single item]]. This can allow for insane weapon combos like a fire damage/soul trapping sword. It's even more broken with armor, which does not need to be charged. Make your shield block magic and add to your overall defense at the same time, make boots which improve sneak and muffle all noise, a helmet that lets you breath water and blocks damage. Really, it's just endless.

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* Enchanting in general is broken as hell, quite useful, as soon as you learn how to game the system to max it out (not counting the Fortify Restoration glitch). It's not even that hard to level up, since all you need is the worthless loot you get from dungeon raids and the soul gems that pile up from the same, plus some method of using Soul Trap. The best part is you don't have to waste your Grand/Black souls doing this, because the value difference between a weak enchantment and a top-notch one is minimal. It's especially good when you get into the perks. Two perks in particular make for some very interesting results. Soul Siphon restores some of your weapon charge when you kill an enemy. If your weapon has a large amount of charges (a 30 damage Fire damage enchantment at level 100 Enchanting has hundreds, for example), you have effectively infinite charge. Then there's Extra Enchant, which lets you [[ExactlyWhatItSaysOnTheTin put two enchantments on a single item]]. This can allow for insane weapon combos like a fire damage/soul trapping sword. It's even more broken better with armor, which does not need to be charged. Make your shield block magic and add to your overall defense at the same time, make boots which improve sneak and muffle all noise, a helmet that lets you breath water and blocks damage. Really, it's just endless.



** Smithing, while much harder to level, is still broken because of the advantages it can afford you. Since loot type is determined by level, leveling up smithing gives you access to the stronger armor and weapons long before they start dropping. In tandem with Enchanting and Alchemy, you can also boost the effectiveness of said equipment by absurd amounts, making weapons that will put down a legendary dragon in a few hits and armor that is twice the armor cap, plus whatever broken enchantments you want to stack on.

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** Smithing, while much harder to level, is still broken conveninent because of the advantages it can afford you. Since loot type is determined by level, leveling up smithing gives you access to the stronger armor and weapons long before they start dropping. In tandem with Enchanting and Alchemy, you can also boost the effectiveness of said equipment by absurd amounts, making weapons that will put down a legendary dragon in a few hits and armor that is twice the armor cap, plus whatever broken strong enchantments you want to stack on.



* 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.]] Stealth in general is broken because the TooDumbToLive AI will simply give up on searching for you no matter how many times you damage them. You can shoot an arrow into a guard's face and walk away and within twenty seconds he will say "must have just been my imagination", even if his partner is lying dead on the floor from arrows to the face.

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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.]] Stealth in general is broken effective because the TooDumbToLive AI will simply give up on searching for you no matter how many times you damage them. You can shoot an arrow into a guard's face and walk away and within twenty seconds he will say "must have just been my imagination", even if his partner is lying dead on the floor from arrows to the face.



** First, an orc has one racial ability, but it is so game breaking that the developers did not need to give the orcs any other abilities: Berserk. Take half damage, deal double damage, for 60 seconds. You can kill a LOT of enemies in 60 seconds, or one really powerful enemy. As long as you are quick enough, once a dragon lands, an orc can deal 50% of a dragon's health before it can take off, which will cause the dragon to be grounded. From there, you can finish it off without worrying about it taking off and attacking from the air. It's so broken that a few mods opt to nerf it by making the player take ''additional'' damage while using it instead, which is more appropriate for a [[TheBerserker berserker rage]].

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** First, an orc has one racial ability, but it is so game breaking that the developers did not need to give the orcs any other abilities: Berserk. Take half damage, deal double damage, for 60 seconds. You can kill a LOT of enemies in 60 seconds, or one really genuinely powerful enemy. As long as you are quick enough, once a dragon lands, an orc can deal 50% of a dragon's health before it can take off, which will cause the dragon to be grounded. From there, you can finish it off without worrying about it taking off and attacking from the air. It's so broken overpowering that a few mods opt to nerf it by making the player take ''additional'' damage while using it instead, which is more appropriate for a [[TheBerserker berserker rage]].



* The Black Books contain some pretty broken powers:

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* The Black Books contain some pretty broken great powers:



* The Perk Necromage is pretty decent on its face. It provides a 25% bonus/50% duration effect to any spell applied to the undead. As undead are by far the most common enemy, this is highly useful on its own. What makes it a true gamebreaker, however, is how it behaves when you become a vampire. Vampires are undead, and so are you as a vampire. But that's just the tip of the iceberg. Not only does Necromage affect your spells, it also affects everything the game considers a magical effect, like bonuses from enchanted equipment, certain quest rewards, and even a few perks, so long as Necromage was chosen prior to getting those perks. With ''Dragonborn'', you can respec all your perks and immediately go for Necromage first, allowing you to enhance all your skills at the cost of a few dragon souls (not terribly hard to get by the time you can do this). Add on Vampire Lord from ''Dawnguard'' to remove the biggest weakness of being a vampire and you have a character that further breaks many of the game's already broken abilities. Or alternatively, just cure your vampirism. You get to keep the Necromage bonus until you lose the magical effect it boosted(by removing the perk,enchanted equipment, etc.) and unless you are forced to do it by some quest, you have very little reason to do it, and you can always just become a vampire again in the rare cases it does happen. With this method, the player can gain things like 100% spell absorption in the vanilla game(with the Atronach stone and the Atronach perk), or the ability to forge even more powerful equipment with the smithing trick above.

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* The Perk Necromage is pretty decent on its face. It provides a 25% bonus/50% duration effect to any spell applied to the undead. As undead are by far the most common enemy, this is highly useful on its own. What makes it a true gamebreaker, however, is how it behaves when you become a vampire. Vampires are undead, and so are you as a vampire. But that's just the tip of the iceberg. Not only does Necromage affect your spells, it also affects everything the game considers a magical effect, like bonuses from enchanted equipment, certain quest rewards, and even a few perks, so long as Necromage was chosen prior to getting those perks. With ''Dragonborn'', you can respec all your perks and immediately go for Necromage first, allowing you to enhance all your skills at the cost of a few dragon souls (not terribly hard to get by the time you can do this). Add on Vampire Lord from ''Dawnguard'' to remove the biggest weakness of being a vampire and you have a character that further breaks many of the game's already broken formidable abilities. Or alternatively, just cure your vampirism. You get to keep the Necromage bonus until you lose the magical effect it boosted(by removing the perk,enchanted equipment, etc.) and unless you are forced to do it by some quest, you have very little reason to do it, and you can always just become a vampire again in the rare cases it does happen. With this method, the player can gain things like 100% spell absorption in the vanilla game(with the Atronach stone and the Atronach perk), or the ability to forge even more powerful equipment with the smithing trick above.



** This is even more broken if you go and make the Alteration and/or Illusion Ritual Spell quests on the College of Winterhold the first time you get those skills to 100; that way you can use the Master level spells at no expense if you have your enchanted magicka reducing set for said school, greatly decreasing the leveling time after you reset it to 15: just to put things in perspective: the first casting of, say, Harmony (one of the Master level Illusion, which you can spam in a city with no consequences) can level your skill from 15 to the mid 30's, exact level depending on the amount of people affected. Illusion can be re-capped in less than 5 minutes this way, it's so fast, the leveling prompt lags and delays, informing you that you got to level 100 in Illusion about 2 minutes after you did. The same can be done with Mass Paralysis in Alteration, although that gets you a 40 gold fine if you use it on a city but, at this point, who cares?

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** This is even more broken better if you go and make the Alteration and/or Illusion Ritual Spell quests on the College of Winterhold the first time you get those skills to 100; that way you can use the Master level spells at no expense if you have your enchanted magicka reducing set for said school, greatly decreasing the leveling time after you reset it to 15: just to put things in perspective: the first casting of, say, Harmony (one of the Master level Illusion, which you can spam in a city with no consequences) can level your skill from 15 to the mid 30's, exact level depending on the amount of people affected. Illusion can be re-capped in less than 5 minutes this way, it's so fast, the leveling prompt lags and delays, informing you that you got to level 100 in Illusion about 2 minutes after you did. The same can be done with Mass Paralysis in Alteration, although that gets you a 40 gold fine if you use it on a city but, at this point, who cares?
9th Jul '16 12:56:08 PM DoctorTItanX
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** Illusion in general can be extremely powerful: Illusion spells work according to level, and Illusion perks raise the level of enemies that are affected by those spells (depending on the spell and target, the level increase is around 20 levels. For expert Illusion spells, the base level is 20, so all perked out, the level max is about 40. With dual casting, that doubles to 80, and there are no enemies at normal difficulty with a level that high. The most basic spells, fully perked, have a single cast strength of 28-30, dual cast 50+, so once mastered, even basic spells can make most any enemy your bitch). Illusion is also very easy to raise (spam muffle, and you'll level up relatively fast), and if you master it before anything else, the only enemies you can't directly manipulate are dragons. Even dungeon bosses will be made to feel fear, fury, and/or calm. An ally, or conjured monsters, are all you'll need to wipe the floor with what's left after your enemies finish killing each other and/or running away like cowards. While Illusion won't let you directly kill your enemies, it can be used to indirectly kill you enemies: it's endlessly entertaining to use a fear spell to make your enemies run into any number of traps, up to and including pitfalls, poison dart launchers, swinging spike grates, and swinging guillotines. And given how overpowered stealth is in this game, there are very few problems that cannot be solved by turning invisible.

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** Illusion in general can be extremely powerful: Illusion spells work according to level, and Illusion perks raise the level of enemies that are affected by those spells (depending on the spell and target, the level increase is around 20 levels. For expert Illusion spells, the base level is 20, so all perked out, the level max is about 40. With dual casting, that doubles to 80, and there are no enemies at normal difficulty with a level that high. The most basic spells, fully perked, have a single cast strength of 28-30, dual cast 50+, so once mastered, even basic spells can make most any enemy your bitch). Illusion is also very easy to raise (spam muffle, and you'll level up relatively fast), and if you master it before anything else, the only enemies you can't directly manipulate are dragons. Even dungeon bosses will be made to feel fear, fury, and/or calm. An ally, or conjured monsters, are all you'll need to wipe the floor with what's left after your enemies finish killing each other and/or running away like cowards. While Illusion won't let you directly kill your enemies, it can be used to indirectly kill you enemies: it's endlessly entertaining to use a fear spell to make your enemies run into any number of traps, up to and including pitfalls, poison dart launchers, swinging spike grates, and swinging guillotines. And given how overpowered effective stealth is in this game, there are very few problems that cannot be solved by turning invisible.
29th Jun '16 6:14:41 PM ManekIridius
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** Meanwhile, frost just isn't worth the effort: Nords are resistant (and very common), dwarven machines are resistant, most enemy mages are resistant, and the undead are resistant, the latter being by far the most common enemy in Skyrim dungeons.

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** Meanwhile, frost just isn't worth the effort: Nords are resistant (and very common), dwarven machines are resistant, most will slow any enemy mages are resistant, attempting to close the distance with you to a crawl, allowing players to quickly and easily farm giants and mammoths for their [[LamePun mammoth]] souls while keeping warriors at arm's reach. Note that this works both ways, rendering enemies wielding frost spells (read: every necromancer in the undead are resistant, the latter being by far the most common enemy in Skyrim dungeons.game) [[DemonicSpiders Demonic Spiders.]]
13th Jun '16 9:37:56 AM ManekIridius
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* A simple, rare alteration spell, Transmute, can easily be this. It's almost impossible to find in shops, but it can be found in Halted Stream Camp, a bandit lair in walking distance of Whiterun, on a table in plain view. The spell does two things: when cast, it will turn a single piece of iron ore into silver, or a piece of silver ore into gold. Two castings of the spell will turn a lump of iron ore, the most commonly found ore in the game, that has multiple mines spread through Skyrim, into one of the most expensive. And crafting jewelery requires no levels in smithing whatsoever. An adept level spell, it has a high mana cost (nearly 100), but with high mana regen (or just by waiting an hour, which restores it for free), you can spam it repeatedly, and an adept in alteration can cast it at lower cost. Turn the gold ore into ingots, then jewelry, enchant them, and you have some high grade VendorTrash to sell. This allows you to raise smithing, speech, and enchanting easily (enchanted rings and necklaces sell quite well). It's practically money for nothing. The best part? Halted Stream Camp, the best place to find it, is AN IRON MINE. There are 16 iron veins inside, so you can pull 48 gold ore in just one run. And you won't even need to bring your own pickaxe, they can be found all over. Just one more reason to play a mage.

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* A simple, rare alteration spell, Transmute, can easily be this. It's almost impossible to find in shops, but it can be found in Halted Stream Camp, a bandit lair in walking distance of Whiterun, on a table in plain view. The spell does two things: when cast, it will turn a single piece of iron ore into silver, or a piece of silver ore into gold. Two castings of the spell will turn a lump of iron ore, the most commonly found ore in the game, that has multiple mines spread through Skyrim, into one of the most expensive. And crafting jewelery requires no levels in smithing whatsoever. An adept level spell, it has a high mana cost (nearly 100), but with high mana regen (or just by waiting an hour, which restores it for free), you can spam it repeatedly, and an adept in alteration can cast it at lower cost. Turn the gold ore into ingots, then jewelry, enchant them, and you have some high grade VendorTrash to sell. This allows you to raise smithing, speech, and enchanting easily (enchanted rings and necklaces sell quite well). It's practically money for nothing. The best part? Halted Stream Camp, the best place to find it, is AN IRON MINE. There are 16 iron veins inside, so you can pull 48 gold ore in just one run. And you won't even need to bring your own pickaxe, they can be found all over. Just one more reason to play a mage.use your spells.
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