How to upgrade weapons in skyrim to the maximum. Skyrim: Blacksmithing. Complex types of armor

How to upgrade the skill: This skill can be increased by interacting with a forge (used to craft items), a grindstone (used to upgrade weapons), and a workbench (used to upgrade armor). As a rule, you must create and improve items if you want to get points in this skill.

The main purpose of developing this skill is to increase the quality and overall cost of items created using the forge and other accessories.

Available features: 10.

Best Features: Dwemer Armor, Wizard Blacksmith, Dragon Armor.

  • The game allows you to create and upgrade hidden and iron armor without unlocking any skills from this skill tree. You shouldn't be surprised that they are very weak and you can't get too much gold by selling them.
  • You must collect most of the materials needed to create the objects yourself, however, some of them can be created using other workstations. For example, you can get leather from a tanning machine.
  • If you're more interested in crafting light armor, you should focus on unlocking perks on the left side of the constellation, and if you're more interested in crafting heavy armor, you should focus on unlocking perks on the right side of the constellation.
  • All items you have created can be sold or worn by the main character. It's also an interesting idea to enchant them, making them more powerful and valuable.

steel armor

Requirements: Blacksmithing must be upgraded to 20 units.

Description: Ability to craft steel weapons and armor. Opportunity to improve steel weapons and armor twice.

Comments: You must purchase this skill in order to access all the others from this skill tree.

Blacksmith Wizard

Requirements: The skill must be pumped up to 60 units. Should be open steel armor.

Description: Ability to upgrade magical weapons and armor.

Comments: This is an extremely useful perk, especially since you will encounter a lot of magic items and upgrading them can expand the utility for the main character. Upgrading magic items is also a great idea if you want to keep working on them by giving them different spells.

Elven armor

Description: Ability to create elven weapons and armor. The ability to upgrade elven weapons and armor is doubled.

Comments: Elven armor is usually light in color.

Complex types of armor

Requirements: Blacksmithing must be leveled up to 50 points. Elven Armor must be unlocked.

Description: Ability to craft scale and armor. The ability to upgrade scaled and plate armor is twice as large.

Comments: The biggest benefit of this perk is that it unlocks both light armor and heavy armor.


glass armor

Requirements: Blacksmithing must be leveled up to 70 points. Complex Armor Types must be unlocked.

Description: Ability to craft glass weapons and armor. Opportunity to improve glass weapons and armor twice.

Comments: Glass armor is usually light in color.

Dwemer armor

Requirements: Blacksmithing must be leveled up to 30 points. Should be open steel armor.

Description: Ability to craft Dwemer weapons and armor. The ability to improve Dwemer weapons and armor twice.

Orc armor

Requirements: Blacksmithing must be leveled up to 50 points. The Dwarven Armor skill must be unlocked.

Description: Possibility to craft Orc weapons and armor. Possibility to improve weapons and armor of orcs twice.

In The Elder Scrolls V: Skyrim, we have the opportunity not only to create our own weapons and armor, but also to sharpen weapons and improve armor in the forge. The higher the blacksmith skill of the hero, the better the improvement will be, respectively.

Blacksmithing Perks

perk Description Requirements Required Perks
steel armor Allows you to create steel armor and weapons and upgrade them to twice their level.
Blacksmith Wizard Allows you to upgrade magical weapons and armor. 60 steel armor
Dwemer armor Allows you to create Dwemer armor and weapons and upgrade them to twice their level. 30 steel armor
Orc armor Allows you to create orc armor and weapons and upgrade them to twice their level. 50 Dwemer armor
Ebony Armor Allows you to create ebony armor and weapons and upgrade them to twice their level. 80 Orc armor
Daedric armor Allows you to create Daedric armor and weapons and upgrade them to twice their level. 90 Ebony Armor
Elven armor Allows you to create elven armor and weapons and upgrade them to twice their level. 30 steel armor
Complex types of armor Allows you to create lamellar and plate armor and upgrade them to twice the level. 50 Elven armor
glass armor Allows you to create glass armor and weapons and upgrade them to twice their level. 70 Complex types of armor
dragon armor Allows you to create dragon armor and upgrade it to twice the level. 100 Daedric Armor or Glass Armor

Upgrading weapons and armor

In addition to directly creating weapons and armor, we can improve this very weapon and armor. To do this, you will have to find special places, which are most often located next to the forge.

whetstones

With grindstones, we can sharpen melee weapons such as swords, axes, and hammers. In addition, bows can also be upgraded. For sharpening, we will require a certain amount of one or another material (iron ingot, silver ingot, etc.). As a result of these manipulations, the damage indicator increases significantly with a high leveling of the blacksmithing skill.

Crafting table

At workbenches we improve our armor (gloves, boots, helmets, shields, etc.). We also need materials and the quality of improvements will depend on the skill level.

Item Upgrade Rate

The table below shows what the blacksmithing skill should be and what perk should be taken in order to sharpen better.

Console

Defense Bonus

Attack Bonus

Skill

Skill (with perk)

Good

Qualitative

Great

Irreproachable

Epic

Legendary

Where to get the required resources

We will need resources both to create items and to improve and sharpen them. Where can you get them? The easiest way is to buy what we need from the blacksmith, most often the player’s level corresponds to the seller’s assortment, but in addition, you can also find the following on your way:

Ore mining

We will often be given tasks related to the cleaning of a particular mine. In these mines, you can often find a variety of veins of metals. Here we kill 2 birds with one stone - we extract the necessary metal and often gems as a bonus. It should be noted here that for this process you will need a pickaxe, which, most often, carefully lies somewhere nearby.

Ore processing

Well, after that you will need to find a smelting furnace in which we will be allowed to bake the required ingots from ore.

Iron Ore (1) = Iron Ingot (1)
Iron Ore (1) + Corundum Ore (1) = Steel Ingot (1)
Corundum Ore (2) = Corundum Bar(1)
Orichalcum Ore (2) = Orichalcum Bar(1)
Mercury Ore (2) = Mercury Ore Ingot (1)
Malachite Ore (2) = Refined Malachite (1)
Moon Ore (2) = Refined Moonstone (1)
Ebony Ore (2) = Ebony Bar (1)
Silver Ore (2) = Silver Bar (1)
Gold Ore (2) = Gold Bar (1)

Dwemer metal ingots can be obtained in the process of smelting fragments of Dwemer metal, which can be found in any Dwemer ruins, although these parts are very heavy and sometimes it is problematic to drag them to the right place.
Large Ornamental Dwarven Beam (1) = Dwemer Metal Ingot (2)
Large Dwemer Metal Plate (1) = Dwemer Metal Ingot (3)
Large Dwarven Beam (1) = Dwemer Metal Ingot (3)
Bent Dwemer Scrap Metal (1) = Dwemer Metal Ingot (3)
Small Dwarven Metal Plate (1) = Dwemer Metal Ingot (3)
Dwarven Metal Cast (1) = Dwemer Metal Ingot (5)

Tanning machine


On tanning machines, skin can be made from the skins of various animals, after which this same skin can, in turn, be cut into strips. Both leather and strips are widely used to make armor and weapons. One piece of leather always produces 4 strips.

Bearskin (1) = Leather (4)
Cave Bear Hide (1) = Leather (4)
Snow Bear Hide (1) = Leather (4)
Sabertooth Hide (1) = Leather (4)
Snow Saber Hide (1) = Leather (4)
Wolfskin (1) = Leather (1)
Snow Wolf Hide (1) = Leather (1)
Fox Hide (1) = Leather (1)
Snow Fox Hide (1) = Leather (1)
Deerskin (1) = Leather (2)
Horse Hide (1) = Leather (3)
Cow Hide (1) = Leather (3)
Goatskin (2) = Leather (1)

The Elder Scrolls V: Skyrim - Improving the characteristics of unique items, weapons, food, potions, creatures



Game platform: TES V: Skyrim Legendary Edition​

Russian name: Improving the characteristics of unique items, weapons, food, potions, creatures

Current version: 2.0/2.0a​

Mod language: Russian

Size: 400 Kb

Description


The modification is represented by four options, each of which brings changes to the gameplay. The author recommends using all mods at the same time, as they complement each other to some extent. In addition, he (the author) recommends starting a new game on "Expert" or "Master" difficulty.

Description of the mod "ArmorWeapon&DifferentItems":

  • It is rather strange that the unique weapons or armor in the game have mediocre characteristics compared to the usual ones, and do not represent any importance. And it turns out that after receiving this unique weapon for any quest, having come to your home, all that remains is to hang it on the wall for beauty. Therefore, the characteristics of rare items had to be changed so that they become really serious things. But I deliberately did not raise their values ​​to some insane values ​​so that there would be no distortions in the game. Otherwise, for example, one could simply take a sword, call it the "Nagibator Blade", put a thousand points of damage on it at once and go around chopping everyone's heads at all levels without straining.
  • For example, the weapons "Okin" and "Eduzh" are the usual "good ancient nordic sword" and an ax with a little cold damage. With a developed enchantment skill, you can get more powerful weapons by enchanting a pure ancient Nordic sword and axe. Therefore, it turns out that the whole uniqueness of "Eduzh" and "Okin" lies only in their name, and not at all in their combat characteristics, which are no different from standard weapons. Therefore, for them, as well as for many other items, the basic characteristics of physical damage and enchantment were slightly increased.
  • Now their owners with such enhanced weapons will become a little more dangerous, so be careful.

More details:

  • "Scholar's Diadem": Magic costs of all schools are reduced by 25%.
  • "Ancient Nord Amulet": enchantment added - Light armor wearing skill increased by 50, attacks with two-handed weapons deal 35% more damage.
  • "Medallion of Saint Jiub": Increased physical defense to 15 units.
  • Jagged Crown: Added an enchantment to reduce the time between dragon calls by 25% and increase magic defense by 25%. Increased protection. Can be improved.
  • "Mzund's Insight": Increased defense, increased stamina increase to 100 pts.
  • "Shield of Solitude": Added an upgrade option.
  • Aetherial shield, "Spell Breaker", blade shield - increased the amount of protection and their cost.
  • Bloodthirst Tarch: Increased defense, buffed its property, now deals 12 damage on hit.
  • bleeding damage over 5 seconds. Upgraded with corundum ingot.
  • Increased magical properties and physical protection for Ysgramor's shield. Magic defense increased to 30, HP bonus increased to 70.
  • Wuuthrad and Ysgramor's shield can be upgraded with ebony ingots.
  • Silver swords can be crafted at the forge. They can also be sharpened with a heavenly dagger.
  • Since the armor of allies improves much better than steel armor, corundum ingots are now needed to upgrade it, not steel. Its initial cost has also been increased.
  • The same goes for Skyforge weapons. To improve it, you need steel and corundum ingots.
  • "Ancient helmet of fire resistance": Increased protection, fire protection + 70%.
  • "Helmet of Yngol": Increased protection, changed enchantment - two-handed weapons + 35%, cold protection + 70%.
  • "Hide of the Savior": Increased physical protection, protection against magic 25%, disease resistance 75%. Stamina regeneration rate +25%.
  • "Gilded Bracers": Slightly increased physical protection, added a double enchantment to increase eloquence and increase life. Can be improved.
  • "Boots of the Predator": Increased defense, increased stamina regeneration up to 50%.
  • Zephyr Bow, Dwemer Black Bow of Fate, Anga's Bow, Poacher's Axe, Volendrang, Wuthrad, Sword of Blades, Mehrunes' Razor, Stag King's Glass Bow, Bow of the Hunt - their damage has been increased.
  • "Death of Firiniel": Increased physical damage, increased enchantment.
  • "Forester's Friend": Increased physical damage, added fire damage enchantment.
  • "Curse of the Aegis": Increased physical damage, added cold damage enchantment.
  • "Storm Fang": Increased physical damage.
  • "Bloodskal Blade": Increased physical damage. Firewave hit deals 50 damage.
  • Akaviri Sword: Increased physical damage.
  • "White frost": Reduced weight, increased physical damage, added the ability to improve.
  • Jagged Pickaxe: Increased physical damage. Increases blacksmithing by 25 and adds 25 lightning damage.
  • Dragonscourge and Horkerscourge: Increased physical and magical damage.
  • "Trollscourge": Increased physical damage and fire damage.
  • "Pale Blade": Increased physical damage and magic curse.
  • "Ghost Blade": Increased physical damage, enhanced its ability to increase additional damage.
  • Froka's Bow: Increased physical damage. Magic damage has been replaced with "Hunter Mastery", the same as on the Poacher's Axe. Due to this, the useless bow of the hunter Froka became a good small weapon for hunting at the initial levels. With it, you can hunt at the beginning of the game by selling animal skins.
  • "Curse of the Red Eagle" - Increased physical damage, enhanced enchantment.
  • Wren: Increased physical damage and added an enchantment to steal stamina.
  • "Valdr's Lucky Dagger": Increased physical damage, attack speed increased by 10%.
  • "Radiance of Dawn": Increased physical damage. Increased fire burn from 10 to 15. Upgrading this weapon requires ebony, gold, and silver ingots.
  • The sword "Fierce" is now two-handed, because Lioness Mjoll specializes in two-handed weapons.
  • "Long Hammer": the weight has been further reduced.
  • "Defender's Baton": Increased physical damage. Made possible to improve.
  • Strangler and Bloody Scythe: Attack speed increased by 10%.
  • Dagger of Borvir and Dagger of Rundi: Increased physical damage. Added electricity damage enchantments.
  • "Bloody Spike": Increased physical damage, increased health absorption to 25 units.
  • Miraak Sword: Increased the power of magical enchantments.
  • "Cooler": Increased cold damage.
  • "Gust of Wind": Increased physical damage.
  • "Cleaver": Increased physical damage, increased enchantment.
  • When equipped, it takes away from the owner not 5, but 100 units. health. Therefore, be careful with his equipment at a low level of health, your character may die.
  • "Executioner's Ax": Increased physical damage, added a double enchantment for a chance to paralyze the enemy and capture souls. Can be improved.
  • "Okin" and "Eduzh": Increased physical damage, increased enchantment.
  • "Black Blade of Gauldur" and "Black Bow of Gauldur": increased physical. damage to leveled items.
  • Ahzidal Armor, Death Seal Armor, Guild Master Armor, Black Guardian Armor: Increased the defense value of each of their parts.
  • Deathseal Armor: Increased enchantment power.
  • Armor of Linwe: Slightly increased the amount of defense of each of its parts. Increased stamina on armor +50 units. Enchantment ban.
  • Ancient Shadow Armor: Slightly increased defense, added stealth skill increase enchantment, poison resistance enchantment.
  • Nightingale Armor: Slightly increased the defense value of each of its parts across all leveled items.
  • Nightingale Armor: Reduced weight, added an enchantment to increase stamina and magic resistance.
  • Nightingale Gloves: Enchantment to increase lockpicking and damage to one-handed weapons.
  • Nightingale Boots: Enchantment to increase footfall skills and increase carry weight.
  • Nightingale Hood: Enchantment to increase the skills of illusion and shooting.
  • Nightingale Blade and Nightingale Bow: Slightly increased physical damage, increased attack speed by 10%.
  • Ancient Falmer Armor: Renamed Snow Elf Armor, slightly increased the defense value of each piece.
  • Ancient Falmer Crown: Renamed to Snow Elf Crown.
  • Shield of Auriel: Increased defense.
  • Auriel's Bow: Increased damage.
  • Sword of Harkon: Increased damage, upgraded with ebony ingots.
  • Increased the damage and cost of Dawnguard weapons.
  • Dawnguard weapons and shields have an attack bonus against vampires, so to upgrade them, you need not only steel, but also silver ingots.
  • Shields of the Dawnguard: Added to an existing enchantment, a 25% magic resist property. 50% health regen for heavy armor shields and +70 stamina increase for rune shield.
  • Adjusted the defense and weight values ​​of Dawnguard light and heavy armor.
  • Silver bolts are now used instead of steel bolts. Their damage has been increased to 12. So it is with bolts of fire, ice and electricity.
  • Slightly increased the damage of all crossbows.
  • Dawnguard helmets have a good enchantment for fighting against vampires, but there is no way to add your own enchantment. To make the helmets really useful, the +35% shooting enchantment was added to them. Now the effectiveness of crossbows with such helmets will increase significantly, and it will be exactly as Dorak said about crossbows: "There is nothing better than shooting at vampires."
  • Candlelight duration increased to 3 minutes.
  • The spell "Magic Light" - increased duration to seven minutes.
  • Spells "Oak Flesh", "Stone Flesh", "Iron Flesh", "Ebony Flesh" - duration increased to three minutes.
  • The duration of the Courage spell has been increased to seven minutes.
  • Changed the weight of Dwemer castings, beams and smelting plates to be comparable to Dwemer ingots. Added the ability to smelt the rest of the Dwemer junk into Dwemer ingots.
  • Reduced log weight. Now firewood can be cut in large quantities without overloading.
  • Smelting one iron ingot now requires 2 pieces of ore.
  • Reduced the weight of dragon bones and scales.
  • Changed the weight of animal skins to the correct values ​​and increased their cost.
  • Cost, weight of horker fangs and mammoth tusks have been increased.
  • Increased the cost of the Centurion Generator Core. Due to its increased cost, it now makes sense to collect these cores not only for beauty, but also for sale.
  • The merchant's clothes and boots have a price improvement enchantment. Rich clothing and an outfit of shining robes are enchanted to increase eloquence. Another type of rich clothing and her boots are left unenchanted so that you can put your own on it.
  • One type of blacksmith's apron was enchanted to increase blacksmithing skill, the other was left blank and renamed "apprentice apron". After casting your enchantment, you can rename it later as you wish. Having collected a complete set of a blacksmith's apron, blacksmith's boots, blacksmith's gloves, a ring and a blacksmith's amulet, you can get a good bonus to increase the skill of improving weapons and armor.
  • You can get a stronger bonus by enchanting your items if you have the enchantment skill brought to 100.
  • The monk's cassock has its own enchantment, most suitable for magicians who use restoration magic. Of course, it cannot be compared with the robes of the college of winterhold, but it suits better for the servants of the monasteries of the goddesses Mary and Kynareth.
  • The duration of Spiders and Orbs summoned by the Etherian Staff has been increased from 1 minute to 7 minutes.
  • Sanguine Rose: Increased Dremora summon duration to 3 minutes.
  • Staff of Runwald, Magic Staff of Gatnor, Staff of Arcane Power, Staff of Magnus, Staff of Yorick Goldurson - increased spell power.
  • The mask of Clavicus Vile has increased magical characteristics.

Dragon Priest Masks:

  • Azidal, Dukan, Zakrisosh - left as is, without changes.
  • Miraak - Increases by level masks, by 75%, 100%, 125% regeneration of life, stamina and magic.
  • Konarik - Slightly increased physical defense.
  • Wokun - Spells of the schools of witchcraft, illusions and changes cost 35% less magicka.
  • Volsung - Prices are 25% better, carrying capacity is increased by 30, the wearer can breathe underwater.
  • Krosis - Lockpicking, archery and alchemy skills increased by 35%.
  • Morokei - Magicka regeneration increased by 175%.
  • Nakrin - +100 to magic, spells of the school of destruction and restoration consume 25% less magic.
  • Otar - Increased resistance to fire, cold and electricity by 40%.
  • Ragot - Increased stamina by 175 points.
  • Khevnorak - no change.

Description of the mod "AmuletsAedra":

  • Aedric sanctuaries and amulets at the beginning of the game give minor bonuses, which with the growth of the character are generally reduced to zero. Over time, with a developed enchantment skill, you can create amulets, and even find in the game those that, in terms of the strength of their properties, are much superior to the aedric ones, thereby greatly reducing their significance. Therefore, the properties of the sanctuaries and their amulets, the magnitude of their impact were changed.
  • Someone at first glance might say that they will give too much advantage, especially at the initial levels. But just at the beginning, when the character is still weak, this will help him to survive. .
  • Who played on a higher difficulty than the "adept" will understand. In addition, for different characters, you can now choose amulets and shrines that are more suitable for their specialization.

Altars and amulets:

  • Amulet of Zenithar - Increases carrying capacity by 125.
  • Amulet of Akatosh - Increases magic resistance by 35%.
  • Amulet of Dibella - Increases Speech by 25.
  • Amulet of Julianos - Magicka regenerates 150% faster.
  • Amulet of Kynareth - Increases stamina regeneration rate by 125%.
  • Amulet of Mara - Restoration spells cost 35% less magicka.
  • Amulet of Stendarr - Increases armor rating by 100.
  • Amulet of Arkay - Health regenerates 500% faster.
  • Amulet of Talos - Reduces the time between shouts by 25%.
  • Amulet of Saarthal - Spells from all schools of magic cost 25% less mana.
  • Goldur's Amulet - +100 increase in magic, health, stamina. Magicka, health, stamina regeneration increased by 75%.
  • Amulet of Kin - Animal damage reduced by 20%, archery increased by 50%, stamina increased by 50.
  • Shrine of Zenithar - Prices are 35% cheaper.
  • Shrine of Julianos - Increases your Magicka by 150.
  • Sanctuary of Akatosh - 35% better control of ranged weapons.
  • Shrine of Arkay - Increases your life by 150.
  • Shrine of Dibella - Increases Speech by 35.
  • Sanctuary of Kynareth - Increases stamina by 150.
  • Shrine of Mara - Restoration spells are 30% more effective.
  • Shrine of Stendarr - Increases shield block by 35% more damage.
  • Shrine of Talos - Reduces the time between calls by 25%.
  • Shrine of Auriel - 50% better control of ranged weapons.

About the Shrines of Akatosh and Auriel:

  • Akatosh is the main Deity of the Nine. The elven version of Akatosh is named Auriel. The power of the snow elf shrine has a stronger effect.

Description of the mod "RenewedMonsters":

  • The size of centurions, giants, and mammoths has been reduced by 10-20%, but their life has been increased. I know that fans of gigantomania who grew up on South Korean or Japanese games that killed monsters the size of a ten-story building will not like this, but don't be outraged and just don't use this mod. Because it looks stupid when your character, with his height, does not reach the giant even to the waist, by picking his sword in his left or right heel, he kills this giant. With such a difference in height and, accordingly, weight, the giant should break all the bones of your character with a kick of his foot, or the dragon should smear the dragon with a blow of his tail on the ground. But the size of the dragons had to be left the same only because it led to a distortion in the display of the animation during the finishing of the dragon.
    Also, with its large initial size, the Dwemer centurion should be an indestructible and dangerous machine, at least for melee fighters and archers, so its size has also been reduced.
  • But despite the above, the Dwemer spiders and their life pool have been increased to look like dangerous creatures, and not small cockroaches.
  • Increased the health of skeletons and normal draugrs.
  • Bears, sabertooths, spriggans, mammoths and horkers, frost spiders have increased life pool and regeneration. So easy, especially at low levels, they can no longer be killed.
  • Mud crabs got stronger.
  • Wolves are now missing the stagger strike ability they used to have, but they have increased their life pool and added a small amount of life regeneration.
  • Dragons' health has been increased. Now it takes a little more effort to kill them.

Description of the mod "FoodDrink&Potions":

  • For some reason, the developers were not completely brought to mind the effects of food. The food in this game was essentially junk, and using a pot by the hearth was also unnecessary.
  • The author decided to change this situation so that it would make sense to prepare food for himself, buy it in taverns and in the market, inspect barrels of food and bags. All this will just give you a good feel for the bonuses that food now gives, and not just as before, it gave only a few units of recovery to health or stamina.
  • Meat food now increases health regeneration. Cooked food has the greatest effect, rather than eating it raw.
  • Fried food, various pastries can only be cooked using the oven. It is foolishness when roasted goat's ham or similar dishes are cooked in a pot. In pans, food is boiled, but not fried or baked.
  • Food from vegetables and fruits increases mana regeneration.
  • Alcoholic beverages increase stamina regeneration.
  • The rate of regeneration of health, mana and stamina has been deliberately increased slightly so that the need to use recovery potions does not disappear. Only skooma has high regeneration to make it interesting to use it.
  • Skooma greatly increases mana regeneration and stamina.
  • Sleepy Tree Gum increases mana, health, and stamina.
  • Increased the power of mana regeneration potions, health and stamina.
  • Mana, health, and stamina potions have been doubled in amount.
  • The duration of potions for increasing health, mana and stamina has been increased from one minute to three.

Requirements:

  • DLC Dawnguard
  • Dragonborn DLC
  • DLC Hearthfire

Compatibility:

  • Mods are compatible with others that do not affect changes in the parameters of the listed items, food and drinks. As a last resort, you need to place these esp files lower in the list of mods to give them a higher priority.
  • Pairs well with SPERG-4.0 and iNeed, Living Takes Time mods. It is better to slow down the speed of time to eight, this can be done through the console with the command "set timescale to 8".

Archive:

  • With SSE prefixes, archives for Skyrim Special Edition.
  • "Mod with separate esp. files" v2.0.
  • "Mod with 3 combined esp. files into one file" v2.0a.
  • "Mod with separate esp. files" SSE 2.0.
  • "Mod with 3 combined esp. files into one file" SSE 2.0a.

Installation:
You can’t imagine a more standard one.

  1. Put the esp files from the archive into the Data folder of your game and connect the mod in the launcher.

Introduction

One-handed and two-handed weapons

In pumping weapon skills, the main thing to know is that the calculation is not based on the number of hits, but on the amount of damage dealt. Therefore, it is best to pump with weapons with high damage, and on enemies with a lot of HP - trolls, giants, mammoths, etc.

We will start with alchemy, and for this reason: in the game, the buildup of this skill seemed to me
the most consignment due to a number of factors.

1. The first and main factor - You can’t pump much skill with simple potions.

With simple potions, you can pump the skill for a very long time, since in the mechanics of the game, leveling a skill does not depend on quantity, but on quality. Let's say the ability to wear heavy or light armor does not depend on how many times you were kicked, but how much damage this blow inflicted on you.

Banal Magic Regeneration Potion (Salt + Garlic)

after creation, it will increase the existing level of alchemy, well, somewhere by 1-3% of the strip.

While a complex potion that has a bunch of parameters (by the way, both negative and positive)

for one bank can increase the existing level by about 10-15% of the strip.

Another omission in the game is that side effects- unnecessary alchemical effects only increase the cost of the potion. Although, logically, a poison that simultaneously deals damage and heals it is complete nonsense, but this nonsense will cost more than a poison that deals damage and takes away magic, for example.

I think you will immediately see that complex potions are much more expensive than simple potions.
Since the leveling of alchemy directly depends on the quality of the potions, I will immediately answer your question:
- Yes, if you put on things for a bonus to the creation of potions, then the cost of the created potions will increase greatly, but, alas, this will hardly affect the leveling of the skill.

Here is the cost of the crafted potion without items that give a bonus to the power of crafted potions.

And here is the cost of the created potion brewed in things that give a bonus to the strength of the created potions.

2. The second factor, following from the first - to create complex potions, you need to have a lot of different ingredients available.

Therefore, we corny accumulate all the fly agarics that we collect, all the fingers of the giants, all the eggs. We save everything, everything that can be collected, stolen, bought! Yes, buy, so you need to earn sevenths. (Fortunately, this is not a problem in Skyrim)

3. The third factor - with an increase in skill in Alchemy, pumping begins to slow down.

This is expressed as follows, if with an alchemy skill of 25 you make a potion - Magic Regeneration (Salt + Garlic) and you need to make 10 cans to raise from 25 to 26, then to raise from 30 to 31 you already make 13 cans.
In view of what I downloaded alchemy in three steps:
From 1 to 40, you can pump through the creation of simple potions.
From 40 to 70-80 he studied the mind of the mind from Arcadia, in Whiterun. In parallel, he collected, bought, stole tons of ingredients.
Where all the teachers of alchemy live, I don’t remember, and it’s not necessary, just look here.
From 80 to 100 he pumped exclusively by creating complex poisons and potions.

Whoever does not “fumble” in alchemy, I will conduct a master class.
Let's all look here

I'll show you with an example what's what.
See the table here.
We look at what we have in inventory and select an ingredient, say Dragon Tongue. We select on the plate the property we like - Fire Resistance and Skill Up: two-handed weapons.
Now we are looking for an ingredient that has these properties, plus some other positive properties. (possible and negative) Let there be a fly agaric - our potion will have two properties. Now we need to add such an ingredient in order to “open” a couple more properties for the potion. Let's see what properties Amanita has? are Frenzy and Stamina Regeneration.
Again, we are looking for an ingredient in the table that has these two properties ... yeah, this is Mora tapinella.
As a result, we get this potion:

The cost of the potion, as well as its power, will depend on the abilities taken in the Alchemy skill tree at the time the potion was created and on the bonus that enchanted things give us.

Basic Required Abilities in Alchemy

Alchemist 5/5- (Potions and potions are 20% stronger (+20% for each additional ability level) - well, a good potion is a strong potion.
Healer- (Your potions that restore health, magicka or stamina are 25% more effective) - a passable ability to take the next ability.
Pharmacist- (You can create potions that will have 25% more favorable effect)
As you can see, I took only the most necessary abilities to enhance the potions I received.

It is pumped very easily, on the spell "". Just use it and that's it.

Witchcraft

Also, do not forget to buy a pickaxe from him - useful for mining ore.

Ore mining
In your travels, mainly in various dungeons, you will encounter various "veins", for example, "Iron Ore Vein", using this stone, if you have a pickaxe with you, your character will work a little and get some ore, and possibly some gem:

After that, the ore must be smelted in the smelter. One of them can be found in Whiterun, on the right immediately at the entrance to the city:

Or a weapon with such an effect.

With such a weapon, our victim should be finished off, inflicting the last or penultimate blow on her.
Then we go to the merchant, we buy soul stones from him, some will already be filled, while we will fill others during the game.
If you don't already have a few thousand septims, then it will be enough to buy the smallest soul stones.
For fastidious players who don't want to trap tiny souls in big soul gems, here's an indicative list of soul gem sizes and creatures suitable for filling them.

Tiny Soul Gem - creatures up to level 4.
Chicken
Deer
Dog
Fox
Goblin
Mud Crab
Rat
Sheep
Wolf
Skeleton
Slaughterfish

Lesser Soul Gem - Creatures up to level 16.
Brown Bear
Corus (Chaurus)
Wild boar
Falmer (Falmer)
Ghost
Goblin Skirmisher
Imp (Imp)
Ice Wraith
Horse
Saber-toothed cat (Saber Cat)
Northern Wolf (Ice Wolf)
Timber Wolf
Draugr (Draugr)
Troll
Skeleton Guardian
Zombie

Common soul gem - creatures up to level 28.
Ancient Ghost
Flame Atronach
Cave Bear
Clannfear
Draugr Scourge
Mountain Lion
Faded Wraith
Frost Troll
Goblin Berserker
Wisp (Will-o-the-Wisp)
Minotaur
Headless Zombie
Black Bear
Animated Tree (Spriggan)
Mad Dog (Stray Dog)
Skeleton Hero

Large Soul Gem - creatures up to level 38.
Daedroth
Mother of Wisps (Wispmother)
Draugr Death Overlord
Storm Atronach
Dread Zombie
Goblin Shaman
Frost Atronach
Nether Lich
Ogre (Ogre)
Skeleton Champion
Spider Daedra
Dreugh (Land Dreugh)
Wraith
Giant

Great Soul Gem - creatures from level 38.
Gloom Wraith
Lich (Lich)
Minotaur Lord
Gatekeeper
Wild Ogre (Savage Ogre)
Goblin Warlord
Xivilai
Giant Slaughterfish
Mammoth

After filling the soul stones, after several hours of clearing and passing, we need to find somewhere or buy from a merchant a weapon with one of the following effects: Exile, Absorption of health, Frightening off the undead, Fear.
Exile

These are some of the most lucrative weapon effects.
For things, the most profitable is " Skill Upgrade: Stealth»
The cost of an enchanted item depends on the effect applied to it.
But! Here it is worth clarifying a couple of nuances that you will encounter when enchanting things:

For things, the effect will depend, first of all, on the size of the stone! When using a tiny stone, the effect will be 3%, and when using a great 30%
The cost of such an item will fluctuate greatly, as it greatly depends on the size of the soul gem you use.
For weapons, the strength of the effect depends only on our level of enchantment skill and the abilities taken. The charge will depend on the size of the stone. The charge slightly affects the final cost of the item.
The effect will play the main role in the cost of weapons.
Above, I have listed the four most profitable weapon enchantment effects.

The most profitable is the enchantment of weapons- even when using tiny soul stones, the cost of the item increases significantly.

Basic Required Abilities in the Enchantment Skill

Enchanter 5/5- (New enchantments are 20% stronger (+20% per additional level))
Skill Enchantment- (Enchant Armor 25% stronger)
Life Enchantment- (Enchant health, mana and stamina on armor 25% stronger)
Additional effect- (You can put two enchantments on one item)

stealth

It is pumped when you move around other NPCs in a state of stealth. There is an opinion that the more NPCs in a certain radius, the better it is pumped. The easiest way - in some city, rest against the fence, and put something heavy on the "W" button

  • Remember that the higher your skill, the more powerful opponents you will come across on your travels.

The epic saga of the heroes and dragons of Skyrim has many virtues - deep dungeons, interesting adventures, a rich world. That's just a debugged balance there is not even close. But it's a tradition in The Elder Scrolls games that there are always perfectly legal ways to make a real superhero out of a character. To learn how this is done in Skyrim, read this article.

What can we achieve

The dragon is ordinary. Slightly battered.

The traditions of TES are very peculiar. There were always enough holes in the balance sheet. Many of you remember how in Oblivion any character could turn armor into complete invisibility, and Morrowind's alchemists, enhancing intelligence, created potions of divine power. In Skyrim, as in Morrowind, there were similar ways to get around the limitations of the developers. However, we are more interested in the capabilities of a hero developed in an honest, and only honest, way.

They are quite "modest":

  • Strikes for thousands of HP.
  • Complete immunity to magic.
  • The maximum possible armor.

This is enough to pass the game on any difficulty level without any problems.

In general, if you try hard (potions, orc talents, stealth, and so on), you can achieve that with one blow to demolish the enemy twenty to thirty thousand HP. But this is already an occupation for fans who care about the process itself and the ability to take down five hundred percent of the dragon's health with one blow.

As for magic, here, having contrived, you can reduce the incoming damage to almost zero. But to reduce the physical damage to such figures, alas, will not work - even the most well-equipped and enchanted to the teeth hero can be picked up by enemies in close combat or shot from a bow.

How it works

Our goal is +116% enchantment and +130% blacksmithing potion.

The basic idea is to have alchemy and enchantments mutually reinforce each other, and then together strengthen blacksmithing. So you can forge (and enchant from above) an extremely powerful set of weapons and armor.

And here, in fact, a step-by-step recipe for superheroism:

Upgrade blacksmithing to 100, take the ability daedric armor(this will require 5 ability points - you need to go from steel armor counterclock-wise).

Develop enchantment to 100, take charmer (5/5), skill enchantment, life spell, additional effect(total 8 points).

Develop alchemy to 100, take alchemist (5/5), healer, pharmacist(total 7 points).

weld a few enchantment enhancement potions.

After drinking this potion, enchant four items (head, hands, ring, necklace) to strengthening alchemy. The potion lasts 30 seconds - one bottle is enough for especially fast Gonzales for everything about everything. But it’s better not to rush, so that there is time to enchant the object and give it a name.

Having weighed yourself with the resulting kit, weld new ones enchantment enhancement potions.

Under these potions, enchant a new set of clothes. If you did everything right, then as a result you will be able to cook in the "clothes of the alchemist" potions by +32% to spells and, drunk on his own "sorcerer's potions", enchant +29% to alchemy and blacksmithing. If something went wrong and your numbers came out smaller, it's okay - just repeat the cycle.

Enchant under potions clothing set +29% blacksmithing(a total of four items will give you + 116%).

FOR YOUR INFORMATION: the type of things does not matter, and you still can’t fight in them, so take weightless slippers and light bracers so that the “work kits” do not pull your pocket.

Create multiple potions by +32% to blacksmithing.

Forge a weapon, shield and armor set from your favorite material. Weapons and shields are best made Daedric, and armor can be any - the one that you like best.

Put on the “blacksmith armor”, drink the “blacksmithing potion” (total +246% to the skill!) and quickly improve everything that you have forged on the workbench and grindstone.

With all this, it is already possible to go to war, even against Alduin, even against the giants. True, at first it’s worth a little tinkering with bringing the “super set” to mind through enchantment. And for this we need to understand what kind of effect we want to achieve.

Fine-tuning the "super set"

Ready! An improved bow combined with enchanted armor gives five hundred damage. No bow enchantment or expensive arrows needed.

So what exactly do we need?

  • Good weapon damage.
  • Adequate protection from magical attacks.
  • Maximum possible protection against physical attacks.

To increase weapon damage by huge amounts, enchant (under potions, of course) armor to increase the skill of your favorite weapon type. One-handed in both hands will give the most damage, one-handed weapons and a shield - the best protection. Two-handed weapons are something in between. If you like a stealthy approach, then your choice is a bow and triple damage on the sly.

FOR YOUR INFORMATION: enchantments to enhance one-handed weapons do not work on daggers. It's hard to say unequivocally whether this is a bug or as intended, but daggers fall out of the overall picture. If you need them for some reason, you will have to invest in an ability that gives fifteen times damage with a dagger from stealth as quickly as possible.

The Lord's Stone is the most useful for those who need to protect themselves from magic.But the stone of the Lord on the map is to the east of Morthal on the mountain.

To protect yourself from magic, you need to bring the total magic resistance to 85%. To do this, you have to enchant quite tightly. There are many ways to save spells. If you are playing Breton, 25% you already have. Gives another 25% Lord's stone. Having completed the multi-part quest " book of love”, you will receive another + 15% (you can take the quest from the dark elf Diniya Balu in the Riften temple of Mary).

It is impossible to raise protection against magic above 85% ... but if you really want to, then you can. To do this, you must additionally be enchanted for protection from the elements. If it is good to raise the protection against fire, ice and electricity (for example, put on Otar mask from the Rangwald dungeon, north of Markarth) and add a chance to absorb spells on top ( atronach stone, the ability of the same name in the constellation magic change), you can reduce the incoming damage several times more, bringing it to almost zero.

THIS IS A BUG: keep in mind that patch 1.2, among other things, "broke" protection from the elements in the game. This important thing stopped working for the Nords, and for the Dark Elves, and even for the summoned atronachs. And by turning on the absorption of spells, you can forget about the school of witchcraft - for some reason all summoned creatures are considered enemy magic and all attempts to summon them will consistently end in nothing.

You can stand and quietly smoke under the shield, and the necromancers will fight against it in impotent rage.

With armor, everything is a little more complicated. Put it on, go to the "Items - Clothing" menu, select any piece of armor and take a look at the "Armor Class" parameter. If you are using a shield in combat, take that as well. Most likely, the amount will be less 567 . This needs to be corrected.

There are two ways to “finish off” protection to the desired value, depending on what you want to save - ability points or a place for enchantment. If you can sacrifice one or two points, invest them in a skill skill in defense or juggernaut -- depending on whether you are wearing light or heavy armor. An alternative option is to enchant the armor to enhance the skill of light or heavy armor. Your goal is to make sure that in total the armor gives you at least 567 armor. But no more. This is the limit of its effectiveness ( armor cap), which gives the maximum protection that is generally possible in the game - 80% . Unfortunately, he is quite far from the absolute, and a large crowd of opponents (especially on high difficulty) will be able to kill the hero.

And no scam

The storm mage didn't even have time to figure out what it was.

Here the vigilant reader can ask a reasonable question: “Is all this fair?” Indeed, complete invulnerability to magic, strikes for hundreds and thousands of HP - aren't these holes in the balance?

But everything described above is provided by the developers. After all, they introduced the mechanism of diminishing returns into the profession ( diminishing returns), which will not allow, even when combined, to raise the alchemical enchantment to enhance the profession above + 29% and brew a potion more effective than + 32%. The ceiling has been installed!

Another thing is that there are still ways to cheat and go beyond what is permitted. For example, if you swallow a few potions for increasing recovery skill, the loop can be closed, and the player will be able to improve things to any extent, up to the overflow of variables. But then it's easier to enable "god mode" in the console.

It is worth remembering, however, that sometimes in the game you need to make an effort to Not cheat - there are so many bugs and holes in it. Namely:

Don't drink in close combat hit potion- due to a bug, it increases the damage not only of bows, but of all weapons in general.

You shouldn't complete the quest From the depths”, which is issued by the Argonian From the Deepest in the docks of Riften. It is assumed that as a reward we will receive + 25% to the effect of Dwemer armor and + 15% to the development speed of blacksmithing. In reality, the hero is given + 25% to the effect of any armor and + 15% to the effect of improving weapons or armor. If you have already done this quest, even console commands will not help to remove the "dishonest" effect.

Should not be worn Falmer helmet And hoop over it. Two hats at the same time, and both can be enchanted - this is definitely a bug. There are other ways to put on more than one thing at a time (for example, the "prison bug" known in some circles), and, of course, it is also better not to use them.

It is not recommended to disassemble into spells " Shield of Solitude', so as not to be able to enchant an item with magic resistance twice. The rules forbid two identical enchantments, so most likely this is also a glitch not provided by the developers.

How to raise three professions

The main problem with the "professional" approach is that the hero must first develop all three professions to 100. Fortunately, there are ways to do this quickly.

blacksmith craft

Rawhide bracers and iron daggers are our ticket to the heights of blacksmithing. Strange, but true.

Everything is simple here: do iron daggers And rawhide bracers in industrial quantities. Blacksmithing is the easiest to develop. Iron is cheap, leather is too. And if the money runs out - there are a lot of wolves in the district. It is advisable not to sell products at the same time - it will be useful for the development of the next profession.

BY THE WAY: remember about guardian stones, which speed up the development of skills by 20%. Use them. Blacksmithing is related to the Warrior stone, Enchanting is related to the Mage stone, Alchemy is related to the Thief stone.

enchantment

Another way to improve your trading skills is to put on a Volsung mask. With her, the burden pulls less.

We take any thing, we buy all the available soul stones - the cheapest are tiny and small. We spend the filled ones on enchantment, then we sell them. We fill the empty ones with the help of a weapon spelled to capture souls. It is easier to enchant clothes than weapons - there are fewer gestures.

There is another way, economical in terms of money: we go to Shrine of Azura, complete the Daedra quest and get a reward - a soul stone, which is not consumed when enchanting. After that, we go to nature, kill any animal, catch its soul in stone and immediately spend it on recharging things.

But you don't have to save money. If you get such valuable enchantments as exile or health absorption, money will no longer play any role. You can simply buy all inexpensive stones, transfer them to the same daggers / bracers and immediately sell them for a profit. Then we wait two days (during this time, the sellers replenish the assortment) and repeat. To gain access to several sellers of soul stones at once, it makes sense to join NIICHAVO in Winterhold.

FOR YOUR INFORMATION: to look for the enchantments we need, go shopping for enchanted weapons and armor. The best place to start is with Shining Robes in Solitude. In the jewelry department, there are often rare enchantments for alchemy. Sometimes you can also find items enchanted to improve the price.

Alchemy

Baby Babette is the best alchemist in Skyrim. But even her lessons will not help to take the maximum skill.

Here the method is similar: having acquired a couple of thousand coins, we buy up all the available ingredients and start experimenting. Everything that happened, we hand over to pharmacists - at a loss or at a profit, if we come across valuable effects. well appreciated slowdown And regeneration, a lot of money can be obtained from the sale of poisons on regeneration damage and potions with mixed effects (even the most wild and incompatible).

If you are enchanted by alchemy, use the relatively quickly growing skill of eloquence and Amulet of Zenithar with a mask Clavicus Vile or wolsunga, the development of alchemy becomes so profitable that it is no longer necessary to raise the skill by manually brewing potions. Stock up on potions, go to " Arcadia's bowler hat» in Whiterun and buy lesson after lesson, selling potions in return. True, for each level you can learn only five times, but that's enough.

FOR YOUR INFORMATION: there is a quest in the game "Return to the Roots". If completed, the hero begins with a 25% chance to receive an additional potion when brewing. But to get to this quest, you need to delve deeply into the plot.

After the 75th level of alchemy, Arkadia will refuse to teach further. It will save you here The Dark Brotherhood. You can look for a way to join it in Windhelm, overhearing on the streets talking about a guy looking for this organization. By the way, before that, I recommend visiting the Lorey farm, which is north of Whiterun and the White Watchtower, in order to complete a fun quest and get to know your future brotherhood colleague, the merry Cicero, in advance.

Alas, not a single master will teach you beyond 90, and the last ten points must be “finished off” manually. To do this, you will have to shake the old days, buy up all the Skyrim pharmacies several times and brew so many potions that you will be selling them for weeks.

Subtle moments

Choose a race

My Khajiit is in a work kit and in the mask of Clavicus Vile.

In general, the method described above allows you to make a hero from anyone - even from a frail Bosmer. But most of all it suits the Bretons and Orcs.

Bretons unrivaled due to the natural resistance to magic. 25% is Very a lot of. What is especially important, their ability is passive, works by itself - saves protective spells and never goes to waste. Do not forget about the Breton "daily" ability, which also protects well from spells.

And here orcs worth taking for those who want to halve incoming damage and double their own at a critical moment. This is an active ability - you need to be able to remember about it in time. But doubling the damage will give you really insane numbers, and it can be more interesting than the boring Breton defense.

ADVICE: a female character gets more benefit from the reward for Dibella's quest in Markat (+10% damage to all the opposite sex). After all, there are noticeably more male opponents in the game.

Choose the type of armor

Finding the dog Barbas, who escaped from Falkreath, is the easiest way to get a great helmet to improve prices in stores.

With armor, everything is ambiguous. Of course, with heavy Daedric armor it is easier to get to the coveted number 567. But the best examples of light armor (glass, dragon) are not much inferior to it in terms of protection.

At the same time, light armor is much more convenient: it weighs less, makes less noise, slows down less. And according to the constellation of abilities, light armor “makes” heavy armor, excuse the pun, “light”. Doubled recuperation rate is the most useful thing both in combat and outdoors. And what can a heavy one boast of? Reduced fall damage? Fist fight? Khajiit laugh! Even the return of damage does not sound so great, if you remember that it is given only at the very end, when the skill is already developed to a hundred.

The problem is that even those who wear "dragon back skin" armor would find a Daedric weapon very useful. But in order to get to it, blacksmiths must definitely invest four ability points in heavy armor (steel, dwemer, orc, ebony).

Of course, you can not touch these stars, get to the dragon armor through steel, elven, complex and glass, limiting yourself to glass weapons and losing about 10% damage on this. But you can do otherwise - using light armor, invest in heavy armor in blacksmithing and come to dragon armor "from the other side." Of course, this way at first we will have to use armor from shops and dungeons, but we will get the right weapons, and we will save abilities, and we will be able to enjoy all the advantages of light armor.

Choosing an enchantment

A well-equipped companion can clear dungeons on their own.

When choosing a charm, there are no particularly important rules. This is greatly facilitated by the arcane ability to trample two effects into one item at once. Use your imagination, because in extreme cases, a thing can be reforged. The main principles here are:

The main thing you need is an armor of at least 567, protection against magic in the region of 85%. Then throw everything at the damage from your favorite type of weapon.

It is better to think over the combination of charms in advance, considering what exactly can and cannot be hung on different elements of armor, a ring and a necklace.

You can build zero mana costs for one school of magic into armor without any problems and without any special sacrifices (and with problems and sacrifices - for two).

Build yourself separate ultra-light kits for pickpocketing, lockpicking and/or stealth and you'll save yourself tons of ability points.

If you're dungeon crawling with a follower, pack them in quality enchanted armor with protection enchantments, and it'll be much harder for you to accidentally hit a teammate in the heat of battle. This is important, because with a super set of armor and weapons, the main problem in battle will be precisely the protection of the satellite from its own heroic power.

* * *

Honesty is the best policy. Now you know how to absolutely honestly make a superman out of a character who easily knocks down dragons and giants left and right, regardless of rank and difficulty levels. We cannot expect favors from nature. Taking them is our job. And, using this guide, any person, elf or Khajiit will pass through Skyrim as a master - from the southern mountains to the northern seas.

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