The highest level of Summon spells (and Animate) are permanant.
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I have been wanting to make a smithing character, but one thing keeps stopping me. Training smithing is really, really boring. Any ways to make it fun?
So... I'm thinking of making a part challenge part theme character for my next run, the gist of it being some kind of a sword saint, which means two handed swords, no armor (!), no magic (!), no potion drinking in combat, etc.
The thing I ask is, would a Nord or Redguard fit this theme better? Also note that I plan on joining the Stormcloaks and following through, so there's that too.
The way I see it, Nords have:
+Joining the Stormcloaks makes more sense
+Fitting racial power
+Two handed affinity (minor issue)
-Too much of a barbaric/macho theme
While Redguards have:
+Their duelist/skillful warrior theme fits this perfectly
+Useful and thematic racial power
-Joining the Stormcloaks would make less sense
-No two handed affinity (minor issue)
Do what I did. Become a werewolf. Dive into a dwarven cave. Get all the dwarven smelting stuff you can find. Use werewolf to escape encumberment. Make lots and lots of Dwarven bows and improve them.
Upgrade your weapons and armor as much as possible. And always have a pick on you. Go out of your way if you see a mine on your compass.
Good luck!
This requires taking the Dwarven Smithing perk, for the record, but is what I did and recommend for others. There's also a quest you should get done before you do this -- Unfathomable Depths and its +15% speed increase to leveling Blacksmithing.
Bows are one of the cheaper recipes for Dwarven Smithing, if you're wondering why it was specified. Why dwarven instead of just lots & lots of iron daggers & leather gloves/boots? Because the dwarven ingots are usually easier to get your hands on than iron ingots, frankly.
Keep in mind that smithing levels by the number of items you create, while enchanting & alchemy level by the value of the item created. You are also better to create a new item than improve existing armor/weapons, but doing so improves the value of the item so you can get some easy skillups & extra money this way. Especially with dwarven smithing, you'll have far more dwarven ingots than iron ingots so you might as well burn 'em for a bit of extra skill
Also, if you've gotten your hands on Paralyze or Banish enchants, you can combine this technique & lot of petty soul gems to level Enchanting & make oodles of money. I'm *still* selling off all those Dwarven Bows of Banish I made to level Smithing. Otherwise, your best bets are Muffle & Waterbreathing -- these enchants aren't leveled, so they make a good choice for burning weak soul gems on.
I think we had a unfortunate implications here.
No, my avatar does not have to do with it.
Also +/- Joining the imperials (sure they have a black (or arab) dude in Imperial Legion but their land was sold off by the empire who were too "weak" to beat the crap out of elves, which the redguards proceeded to beat the crap out of the nazi elves, albeit destroying southern hammerfell).
Well, that's what worked for me a couple of weeks ago on the PC version at least. It certainly could have changed, or I could be on a previous version, and so forth.
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So, as I mentioned I'm passed 60 and have all the perks I actively *need* and more than a few of my wants. Any suggests on what to take with my bonus\leftover perk points?
I have...
Spoiler
- Everything Smithing
- Everything I want from Light Armor & One Handed
- Everything I want from Conjuration & Restoration, except maybe Dual Casting
- The middle of the enchanting tree
- Part of the middle of the Alchemy tree, through Benefactor
- Illusion up through the Silent Casting perk.
- The very first point of the Alteration & Destruction schools
- Nothing in Speech/Lockpicking/Sneak/Block/Heavy Armor/Two Handed/Archery
Actually it was changed so that the cost of the finished daggers will increase as your skill does.
One thing about Crafting in Skyrim is that you won't need you money to buy weapons and armor after you master it.
Ah, missed that.
There's something I'm noticing on my Unarmed run.
A character that needs no weapons, and that doesn't buy alchemical ingredients by the truckload, has no need for money save for health potions and the occasional armour upgrade. I can only imagine how bad things would get were I to actually ever go mining, rather than just buy metals from the smith whose forge I happen to be stealing.
I kind of lost interest in purchasing things from smiths when I installed Val's Crafting Meltdown. Now I can loot my way through a dungeon, and be wandering around in full Ebony armor while most of the baddies are still in fur.
Even with the 1.5 patch, I can still just spam iron armor by the metric ton and level up very, very quickly. Because once I'm out of materials, I can melt it down for another round.
And I have Wars in Skyrim, so if I run out early, I just go watch the Imps and Stormcloaks slaughter one another until I have enough to keep going.
Not sure whether this was added in 1.5 or I just never noticed it before, but if you Run into an NPC, they'll stumble back and complain about it. Spent a few minutes pushing guards off the docks at Riften after finding this out.
Functionally infinite money anyways. I'm just working through all the house-purchasing quests so I can dump some cash, and I have more filled Grand Soul Gems than I know what to do with.
Does one even need master level spells? Right now, discarding my high heavy armor, block and one handed skills, I'm breaking the game with apprentice level destruction spells. Doublecast Impact Firebolts let me stunlock any enemy, ever. It's a bit silly, actually, and I believe the Impact talent is the culprit at the end of the day.
A lot of mods correct that, usually altering the perk itself. Best I've found reduces it to a 33% chance.