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  • Member
    March 31

    Vargr White-Tree said:

    @ Mitch:  I really can't think of any reason to take resist disease unless you are using some kind of mod that makes diseases more impactful and getting rid of them harder.  As it is shrines are plentiful and you could always just become a werewolf or vampire or carry a few hawk feathers.  In general i can't recommend taking fortify regen anything it's such a small actual increase that even a mere +10 health would be better than a +100% health regen.  As a rule it is better to have higher base health then it is to regen at a slightly quicker rate.  So my recommendation is Fortify Health and something else that the character could use like fortify hvy/lgt armor.

    True fortify health + armor is much better. Also now that I think about it I have never used the fortify health regen enchantment.

  • Member
    March 31
    I went to Halted Stream Camp but forgot to pick up the Transmute spell. I went there again on a quest, and the spell tome's gone. Is my only option to get it from Ansilvund?
  • April 1

    Ok Skyrim masters...a few questions:

    1. Extending the area of effect radius - is it just basic fortify potions (of school of magicka)? EG. Stendarr's Aura - fortify (is it restoration or destruction?) makes the radius of damage expand?

    2. Extending the duration of become ethereal? Is there any way other than the 3rd word of Dragon Aspect? I forget...

    3. What's the earliest level you can get glass armor? Are there any known locations?

    4. I'm assuming fortify conjuration increases duration of a casted bound weapon, but does it buff the damage too? Or would a potion of fortify marksman be required?

    5. Lastly, can someone remind me - is it fortify marksman that boosts unarmed damage?

    Thanks...I've been in Fallout so long I've nuked my skyrim touch :P

  • April 1

    oh and does fortify marksman increasing unarmed damage boost bow bashing damage?

  • Member
    April 1

    Mottyskills said:

    Ok Skyrim masters...a few questions:

    1. Extending the area of effect radius - is it just basic fortify potions (of school of magicka)? EG. Stendarr's Aura - fortify (is it restoration or destruction?) makes the radius of damage expand?

    2. Extending the duration of become ethereal? Is there any way other than the 3rd word of Dragon Aspect? I forget...

    3. What's the earliest level you can get glass armor? Are there any known locations?

    4. I'm assuming fortify conjuration increases duration of a casted bound weapon, but does it buff the damage too? Or would a potion of fortify marksman be required?

    5. Lastly, can someone remind me - is it fortify marksman that boosts unarmed damage?

    Thanks...I've been in Fallout so long I've nuked my skyrim touch :P

    1: From what I know fortify potions, dual casting and the Necromage perk when you are a vampire are what increases the range on cloak spells. Stendarr's Aura falls under the Restoration category despite a few things listed bellow so probably restoration potions will increase the AoE.

    Also info from UESP:

    • The spell tome for this spell looks like a Destruction book, but it is actually Restoration.
    • This bug is fixed by version 1.2.1 of the Unofficial Dawnguard patch.
    • Stendarr's Aura provides Destruction experience, not Restoration as would be expected.
    • This bug is fixed by version 1.2.2 of the Unofficial Dawnguard patch. (USLEEP includes this one as well the latest legendary version of unoffcial patches)

     2: Sorry not sure about this one. The only thing I can think off would be the necromage perk if there is another way or glitch I don't know.

    3: The earliest level that Glass Armor will start appearing in the world is either 26 or 27 not before 26 at least. This video mentions locations Click Here . You find it mostly on Thalmor in different locations.

    4: Potion of fortify marksman for damage, potion of conjuration will affect only duration. (A mod I found that will make bound weapons interesting is this Path of Sorcery you might like it).

    5: From what I remember fortify marksman potions are buged and increase all damage including unarmed damage not sure for bow bashing damage and although this is fixed in the unofficial patches the bug should be there in the vanilla game.

    Hope it helped.

  • April 2

    Thanks Duvain

  • BOB
    April 5

    Hello Hello people ! While playing Skyrim SE I bumped into silver weaponry . I searched a bit and I now know that they deal +20 dmg to the undead .

    My question is : How is the +20 implemented into the overall dmg formula ? Is it added to the base dmg or is it , not unlike elemental enchantments , added in the last place ?

  • Member
    April 5

    BOB said:

    Hello Hello people ! While playing Skyrim SE I bumped into silver weaponry . I searched a bit and I now know that they deal +20 dmg to the undead .

    My question is : How is the +20 implemented into the overall dmg formula ? Is it added to the base dmg or is it , not unlike elemental enchantments , added in the last place ?

    I think it is a flat number of 20 damage added after your weapon damage and acts like an enchantment also it cannot be resisted. Undead, Werewolves and werebears are affected by it. Also you can enchant the weapon and it will still keep the +20 damage against the ones mentioned before along with the new enchantments you might put on it. I 'm not 100% sure but that 's how it works I think.

  • Member
    April 13

    Both UESP and the Elder Scrolls wikia say that you become a member of the Thieves Guild after completing Taking Care of Business, and then you can get side quests from Vex and Delvin. Can you get jobs only after "Quest Completed: Taking Care of Business" has popped up on the screen?