History GameBreaker / TheElderScrolls

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.
21st Apr '16 9:30:21 AM 20person
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** 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.


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** 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.
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