Skyrim armor creation. Crafting weapons in skyrim. What you need to create the "young alchemist" set

Blacksmithing is basically the easiest of these perks. There are three ways, namely cheats, mod, basic pumping.
Well, if everything is clear with cheats, then what mod means. There is such a Frostfall mod, there is one equipment that can be collected and disassembled due to this the perk will swing. Here you can see the picture on it that the backpack needs to be found or crafted and disassembled and assembled.

The hard way:
Well, the most honest way is the main pumping here, it will take a lot of time, you will need to forge an iron dagger for this you need:
Iron ingot - 1pc
Strip of leather
All this can be found in skyrim or bought. Ore can be mined, and strips of leather can be crafted from any animal skin. I definitely didn’t count, but that and that need 1500pcs.
Easy way:
For this we need the Transmute spell, it can be found here:
Next, we buy or mine iron ore and use a spell to make gold ore + if you have pumped the change, then you will produce twice as much gold ore.

Enchantment

Here we can either enchant things that we did when we pumped blacksmithing, and we need to enchant to capture souls. Or come to Markrat and find Hamal, she is a skill teacher, but she will not teach you so easily and you will have to go through the quest Heart of Dibella.
Short walkthrough:
1 find Dibella's future prophetess
2 save Fiotra from the Outcasts
3 take Fiotra to the temple
4 pray at the altar of Dibella
Then you can learn from her she is a master. If you do not know how the teacher system works, then here is an explanation for you: In the game The elder Scrolls V: Skyrim there are characters who, for a monetary reward, will provide the character with an immediate growth in one of 18 skills. Each character has a certain qualification ("Adept", "Expert" and "Master"). It is impossible to learn a skill beyond the skill of the character itself. If any character cannot teach the main character further, it is required to find a new teacher with higher qualifications. Adepts will help raise the skill level up to 50 points; Experts will help raise the skill level up to 75 points; Masters have the most extensive knowledge of the use of the skill and will help raise the skill level up to 90 points. There is a restriction for learning for a fee in the game: for each level received by a character, you can take no more than five lessons.

It is very good that Enchantment was developed in advance. Now you can put on a hat, gloves, ring and amulet by 29% improvement in the quality of potions, which will make them not only more effective, but also more expensive. The recipe for developing the skill is simple: we travel around the cities, we buy all the ingredients from the alchemists, we try unknown ones, we brew potions from the known ones. In the initial stages, it is best to develop the skill by mixing different ingredients and learning about their properties. For better progress, it is better to mix not two, but three ingredients. So the probability is higher that in the sample not from eight, but from twelve properties two identical ones will come across. Of course, when mixing ingredients, you must take those that have more unexplored properties, which will allow you to learn new properties more often. For the same purpose, it is not recommended to take an ingredient for the experiment, all the properties of which are already known - the probability of discovering a new one will be much lower. At first, alchemy will not pay off, so we can simply not buy such expensive ingredients as Daedra hearts and elemental salts, and get by with cheaper ones. First of all, we try to brew potions with the effects of "Paralysis", "Invisibility", "Damage to the regeneration of magic", "Regeneration of magic", "Increase in health" as such potions cost quite a lot. Alchemy is also a very good way to make money, as well as the best way to develop a character's skills. You can also find teachers like it was in the enchantment.

How to raise lvl and learn from teachers further

And so if you have everything pumped or you have already pumped, we will start making our weapons and armor.
To begin with, we make two sets of armor and three rings and three necklaces.

We need to make potions, namely increasing the skill: enchantments, and for this we need to find:
Spriggan Resin - Source: Vendors
Sorcerer's Claw - Source: Sorcerer's Claw
Blue butterfly wing - blue butterfly source
Snow berries - the source of the plant
But it is not necessary to have enough and any two. For example: Blue Butterfly Wing + Snowberries = Enhancement Potions: Enchantments.

We use our potion, namely increasing the skill: enchantment (18%) and enchant one ring and one necklace, one bracers and one helmet. Manage to do everything in one potion.

We put on our enchanted items and create a few more potions. You will have a gain of 31%.

Again, we use a potion, namely an increase in skill: enchanting with 31% and enchant things, namely one ring, one necklace, one helmet and one bracers. And then we put it on. But few people know that max is an increase of 32% and not 31%.

We drink a potion, namely increasing the skill: enchanting and again enchanting our things, namely one helmet one bracers one ring and one necklace should get 32%.

We make the blacksmith's potion we need for this:
Spriggan Resin - Source Vendors
Sabertooth Fang - Sabretooth Source
Fierce mushroom - the source of mushrooms
Glowing mushroom - a source of mushrooms

Blacksmithing perk tree

blacksmith craft is a skill that determines the ability to create and improve weapons and clothing, which includes armor, simple clothing and jewelry. The higher the skill, the more you can improve your weapons and armor. The Blacksmithing perk tree has a total of 10 perks for all upgrades.

Perks

Perk
ID
Required skill level
Required perk
Description
Steel armor
(Steel Smithing)
000cb40d not required not required You can craft steel armor and weapons at all forges and upgrade them to twice the level.
Blacksmith wizard
(Arcane Blacksmith)
0005218e 60 Blacksmithing Steel armor You can improve magic weapons and armor.
Dwemer Armor
(Dwarven Smithing)
000cb40e 30 Blacksmithing Steel armor You can craft Dwemer armor and weapons at all forges and upgrade them to twice the level.
Orcish armor
(Orcish Smithing)
000cb410 50 Blacksmithing Dwemer Armor You can craft orc armor and weapons at all forges and upgrade them to twice the level.
Ebony Armor
(Ebony Smithing)
000cb412 80 Blacksmithing Orcish armor You can craft ebony armor and weapons at all forges and upgrade them to twice the level.
Daedric Armor
(Daedric Smithing)
000cb413 90 Blacksmithing Ebony Armor You can craft Daedric armor and weapons at all forges and upgrade them to twice the level.
Elven armor
(Elven Smithing)
000cb40f 30 Blacksmithing Steel armor You can craft elven armor and weapons at all forges and upgrade them to twice the level.
Complex types of armor
(Advanced Armors)
000cb414 50 Blacksmithing Elven armor You can craft lamellar and plate armor at all forges and upgrade them to twice the level.
Glass armor
(Glass Smithing)
000cb411 70 Blacksmithing Complex types of armor You can craft glass armor and weapons at all forges and upgrade them to twice the level.
Dragon armor
(Dragon Armor)
00052190 100 Blacksmithing Glass armor or
Daedric Armor
You can craft dragon armor at all forges and upgrade them to twice the level.

Skill application

You can only forge items in special places - forges. There are several types of tools available at the forge:

  • Grindstone (orig: Grindstone) : Allows you to sharpen your weapon, giving it more damage. The higher the level of your Blacksmithing skill, the more damage your weapon will do.
  • Workbench (original Workbench) : Allows you to upgrade your armor. The higher the level of your Blacksmithing skill, the stronger your armor will be.
  • Forge (orig: Forge) : Allows you to create new weapons and armor from raw materials. The range of what you can create is determined by your perks.
  • Anvil (orig: Anvil) : The same as the forge.

It should be noted that the receipt of raw materials occurs with the help of other tools, the use of which is not included in the concept of Blacksmithing.

  • Tanning rack (original Tanning Rack) : Allows you to get leather and leather strips from skins; hides can be removed from captured or found dead animals.
  • Smelter (orig Smelter) : Allows you to cast ingots from ore or Dwemer debris; ore is mined in mines with a pickaxe; Dwemer Debris can be found in Dwemer Ruins. As a rule, a free pickaxe (weight - 10) can always be found directly in the mine, so it is not necessary to carry it with you (note: there are also outlets of mineral and ore veins in the Black Limit).

Item quality

Using a whetstone / workbench allows you to upgrade your weapon / armor based on your skill level "Blacksmith craft"... Possible item quality levels: Good , Quality , Great , Irreproachable , Epic and Legendary .

Quality Required skill the effect
No perks With perk Armor Other
Good (original Fine) 14 14 +2 +1 1.15x
High quality (Original Superior) 31 22 +6 +3 1.3x
Excellent (original Exquisite) 65 40 +10 +5 1.5x
Flawless (orig: Flawless) 100 57 +13 +7 1.65x
Epic (orig.Epic) 134 74 +17 +8 1.82x
Legendary (original Legendary) 168 91 +20 +10 2.0x
  • For example: your skill "Blacksmith craft" is equal to 45 ( with the Dwemer armor perk) and some Elven and Dwemer equipment. If relevant materials are available, you could improve Dwemer Armor up to quality Great , a Elven armor- only up to the level Quality .
  • Skill "Blacksmith craft" above 100 can be achieved using the effect "Skill Upgrade: Blacksmithing", under this condition, creating weapons and potions with a quality of at least Epic or Legendary.
  • Item reaching level Legendary, will not display its quality in the future. Each new level increases the rating of armor by 3.6 and weapons by 1.8, which will lead to an increase of approximately 0.1 units. skill effect for armor and +0.05 pts. for other items.
  • Using enchantment, when improving weapons or armor, then they can be improved again. Given that your skill is constantly increasing due to its increase or the use of enchanted items and potions.

Skill increase

Character race selection

The following races have a bonus to the Blacksmithing skill:

  • +5 bonus points: Nord, Orc, Redguard

Teachers

Level Teacher FormID Location Other
Services
- Normal (0-50) Gorza gra-Bagol Markarth
- Expert (0-75) Balimund Riften, in the Forge
- Master (0-90) Eorlund Graymane Whiterun, in the Heavenly Forge. Note: You must join the Companions to use this teacher.
- Master (0-90) Gunmar At the forge of Fort Dawnguard.

Skill books

  • Gunsmith competition (orig The Armorer "s Challenge)
  • Cherim's Heart (orig. Cherim "s Heart)
  • Making heavy armor (Original: Heavy Armor Forging)
  • Akrash's final scabbard (Original: Last Scabbard of Akrash)
  • Light Armor Crafting (Original: Light Armor Forging)

Free skill increase

  • +1 skill "Blacksmith craft" reward from Ongul Anvil for completing the quest Find Queen Freydis's Sword is inside<Пещеры>" .
  • +1 skill "Blacksmith craft" reward from Rustleif for completing the quest Rare gifts .
  • +1 skill "Blacksmith craft" reward from Gorza gra-Bagol for completing the quest Book wisdom .
  • +1 skill "Blacksmith craft" reward (as well as +1 to all other combat skills) from Giraud Gimant from ( College of bards) for completing the quest Drum of Rjorn .
  • +5 skill "Blacksmith craft" reward (plus +5 to all other combat skills) if you choose "Path of Power" after reading the book Ogma Infinium .

Forges location

  • Markarth, is located north of the Witch's Liqueur, and the other is in the farthest right corner from the Jarl's throne in the Podkamennaya fortress.
  • Riverwood, next to Alvor and Sigrid's House.
  • Whiterun, next to the Warrior's House.
  • Windhelm, next to the market, west of the main gate.
  • Riften, west of the market, in the city center.
  • Shore's Stone: On the porch of a building in the southwest (first building on the left if you enter from the south side).
  • Solitude, west of Castle Grim, is called Solitude - Forge, owned by Beirand.
  • Dawnstar: South of the iron mine.
  • The Rift - Imperial Camp: East of Ivarstead, west of Ruins of Btalft.
  • Falkreath, after shop Gray pine goods and to the right of Lod's house.

Having pumped the blacksmith skill to 100% and having received all the blacksmithing perks, you already get quite powerful equipment in the forge.

However, the quality of weapons and armor can be improved even more by using potions and enchanted items.

Here are some tips on how to effectively organize this process:

  • To increase the skill of a blacksmith, you can enchant the following items:
  • Ring.
  • Necklace.
  • Gloves(mittens).
  • clothing(armor).
  • The effects of increasing the skill of the blacksmith from these items when they are equipped are summed up (unlike potions, where one bottle or ten drunk does not play any role - the total effect will still be like from one bottle).
  • Of course, in order for the contribution of each equipped item to be as high as possible, it is necessary to develop the enchanting skill to 100% and get all the corresponding perks. There is no enchanting skill clothing, but you can create a potion.
  • You will need any two of the following ingredients to create enchanting skill potions:
  • Blue butterfly wing(Blue Butterfly Wing, 4th effect, FormID = 000727de)
  • Witch's claw(Hagraven Claw, 3rd effect, FormID = 0006b689)
  • Snow berries(Snowberries, 2nd effect, FormID = 0001b3bd)
  • Spriggan sap(Spriggan Sap, 2nd effect, FormID = 00063b5f)
  • In order for the potion to be as "strong" as possible, it is necessary to develop the character

Weapon crafting in Skyrim


Well, many people ask questions about this topic, I decided to write a lesson on this topic so that there would be fewer questions.
And so we go into our favorite window: Object Window
Section: Items> Weapon
I took: Sword of Blades (AkaviriKatana)

Rice. 1

We open it and see a miracle window called Weapont. How is it all incomprehensible!
I don’t understand anything myself! But right now we’ll figure it out, put aside the panic!
I'll start with the simplest and don't need to spit and say: Yes, I know that, but don't let it go, let's get straight to the point.
Someone knows, but someone does not know, I am doing a lesson not for one person, but for everyone, so we read carefully, perhaps you didn’t know something.

First there is: ID - everyone knows this, well, almost everyone, ID is a unique number (in this case, consisting of English and only English letters), according to this ID you can find your weapon in the database

data and use in script functions, as well as the most important thing is how your weapon differs from other weapons. Okay, then it goes: Name, and don't tell me the Name!

I know what is translated exactly as the Name, because I know English and we all remember the phrase: "What is thy name?" "What is your name?" But think for yourself, what could be the name of the sword or

It is an inanimate object and it can only be called and named, I think I conveyed my thought to you and convinced you. The name that we will give to the weapon

will be displayed in the game, that is, in the inventory, upon purchase, in general, always if we contact this thing.
Well, next: Enchanting, I don’t know what it is, this is the end of the lesson .... heh, of course I'm kidding, this is the enchanting effect that we can give this weapon, the effect we have to choose

from the list, you know what!
In general, go to the section: Magic> Enchantment
Open BoundBattleaxeEnchantment and write:
Id i gave aaaFantomZach1
Name: Taming the Rampant
Type: Enchantment.
Fig. 2

Remove all effects in Effects and right-click New and a window appears: Effect Item
Fig. 3

I will select ParalysisFFContact in Effect
In Area: 0, since we only need one person, although you can put 1000 and everyone around will be paralyzed)))
In Duration 18 s
Ie this is paralysis that knocks out the target for 18 seconds. You can do it for days, well, this is already cheating)))
Well, click ok, then ok again, and go back to the Sword of Blades (AkaviriKatana), the lesson on enchantment was not so detailed, because this is a lesson in weapons and I don't want

sprayed, well, we put ours from the list: aaaFantomZach1
We fix the ID on our own, I put: aaaFantomiWeapon001
Name: Test weapon, click ok, and once again go to our newly created weapon under the ID aaaFantomiWeapon001, that's all.
The lesson is over)))))) I'm kidding? Yes, of course I'm kidding! What a lesson it is if I didn’t explain it!
So we settled on Enchantment: This is the number of charges in your enchanted weapon. These charges are replenished with the help of soul gems, in total I put 5000, and from the very

At the beginning, the weapon will be completely filled with 5000 points of charges.
Further Value: The price of a weapon for which we can buy and sell this weapon, in general, the red price, roughly speaking, but the price is influenced by your skills in the game, so the price indicated here is not

will be accurate when buying or selling.
Template: It's simple, this is a Template by which all the data of your weapon will be configured! You can choose from the list of standard weapons and all parameters will be replaced with the same

weapons that we have chosen from the list, but we make our own so that it will not be of use to us.
Looking to the right: Skill: This is the skill that is associated with this weapon. That is, this skill will pour on this weapon and will develop when handling this weapon, but usually

if a two-handed weapon is put on a two-handed one, since it should develop this particular skill. Further to the right is Equip Type: (Wearing type) here we indicate how your will be worn

weapon for those who take it. The list contains:

None - does not have types of wearing, i.e. cannot be worn
BothHands - Actor holds with both hands
EitherHand - Actor holds with either hand
LeftHand - Actor holds with his left hand
Potion - Actor holds like a potion
RightHand - Actor holds with his right hand
SHIELD - Actor holds like a shield
Voice - Actor uses as a voice
Of these, only BothHands and BothHands are used in weapons.
We have one-handed weapon and I put: EitherHand (You can hold it with either hand)
Below: Damage per second (Damage per second) -The editor itself damages and displays this figure.
Well, let's take a look at the section: Flags

NPCs Use Ammo: (NPCs use arrows) Normally NPCs do not use arrows in their inventory. When this flag is set, he will only use them for this weapon.
Ignores Normal Weapon Resistance: No longer used.
Automatic: Not applicable.
Can "t Drop: The weapon cannot be dropped when the NPC wearing it or the player dies. Typically used for weapons that are embedded in an actor or armor. For example, Dwemer.

cars or giants.
Not Used In Normal Combat: prevents the NPC from using this weapon if it is not specified in the weapon used or equipped, i.e. if it is not self-armed.

equip it will just roll around in your inventory.
Non-hostile: The NPC who was attacked with this weapon does not consider the actor to be aggressive and will not force a fight.
No Jam After Reload: Not applicable.
Minor Crime: Defines NPC attacks using this weapon as minor crimes (as opposed to violence or felony).
Hide Backpack: Weapons are hidden in inventory
Playable: A player can see weapons in another NPC's inventory. If not checked, the weapon is invisible to the player and cannot be used.
Player Only: The weapon is only for the player, the NPC will not use this weapon, and they also will not pick it up.
Bound Weapon: Allows you to use the magic weapon effect

Well, to the right we see Description - This is a description of the weapon itself that will be visible in the game.
Keywords are keywords that can be used in script functions or determine in which section this weapon will be crafted.
Even below Scripts - scripts that are placed on this weapon.

Okay, now let's break down three large sections:

1.Game Data
2.Art and Sound
3.Rumble

Let's start with the first: 1.Game Data

Weight: The weight of this weapon, i.e. how much it will weigh.
Reach: The radius of the weapon, defined for melee weapons, i.e. swords, daggers. Standard 1 is defined as 141 game centimeters (in game 1 meter). This standard

is registered in the game settings (in the editor) in gamesetting and the function is responsible for it: fCombatDistance.
Speed: The combat speed of these weapons, according to the standard 1, if more then you will swing the weapon faster, this is necessary if you have a dagger, and if the weapon is large then put less than

1 to be realistic.
Sight FOV: Angle of view when using aiming on bows. It is done by magnification in inches.
Damage: Damage to a weapon, the damage that this weapon brings in one hit (1 second).
# Projectiles: The number of hits from one hit. In general, if you bet 5, then hitting 1 time the NPC will take damage like you would hit 5 times.
Base VATS To-Hit Chance: Not applicable.
Crit% Mult: Modifier to critical strike chance. Usually installed on one. If set to zero, the weapon will not critically strike when struck.
Stagger: The number of stuns the enemy has on one hit. 1.0 value plays a full animation of stunning the enemy. The daze itself can be reduced by a number of

various factors, and a value above 1.0 is meaningless.

Crit Dmg: Critical damage is an additional damage for this weapon and this is not a multiplier, but it simply adds to the main damage, as well as if a critical is triggered

damage then the armor protection is ignored and the damage is inflicted as it is set + of course critical damage =)

Below we see:
Burst Shot and Long Bursts
They are not used in the game, but in fact Burst Shot is an explosive shot, and Long Bursts are burst shots, I tend to think that this function is left from the GECK editor

Fallout 3 So don't pay attention to those squares.
On the right, a little higher we see Resist - this function is not used in the game, but I will explain its effect. When blocking, this weapon will resist from:
DamageResist - Resists damage
ElectricResist - Resists electric attack
FireResist - Resists fire attack
FrostResist - Resists frost attack
MagicResist - Resists magic attack
PoisonResist - Resists Poison Attack

On Hit - The formula is extended for one hit. According to the standard (Normal formula behavior):
Normal formula behavior - Standard formula.
Dismember only - Only dismember on impact
Explode only - Only explodes on impact
no dismember / explode - Does not dismember or explode

Below we see Range
Min Range: Tells the fighting AI with this weapon to not get any closer than the set value.
Max Range: Tells the fighting AI with this weapon to be no further than the specified value.
Fixed: Tells the fighting AI with this weapon not to use the combat style for this weapon.

Look below, where:
Crit Effect: "Spell" that is applied to the target on a critical hit. Only the effect itself should be specified.
On Death: If enabled, the critical effect is applied only before the target dies.
Embedded Weapon: Applies if the weapon is embedded in a creature part. Not used in Skyrim.

Model

Model: The model used for this weapon when it appears in the world or when used by an NPC. This is where we specify our model.
1st Person Model Object: The weapon model object used for this first person weapon. To set this model go to World Object> Static> Weapon

Create a new one: 1stPersonaaaFantonWeapon1
We indicate the model, leave everything else as it stands.
Now we can open our weapon and select this model from Static in the 1st Person Model Object

Inventory image: The image displayed in the inventory.
Message Icon: The icon that appears as a message when a hero acquires this weapon.

Impact Data Set: Determines how this weapon affects different types of material. Well, for example, I hit a spark with an iron sword, I hit wood with chips =)
Block Bash Impact Data Set: Determines how this weapon affects blocking hits.
Alternate Block Material: Determines what alternate blocking effects are.

Add Destruction Data: Add object destruction data (Unused)

Has Scope:
It is used if the weapon can be zoomed in the target zoom mode.

Target NIF: NIF The file that applies the effect.
Effect: The shader effect applied to the target or view when zoomed in.

Well, now let's go to the window: Animation

Attack Multiplayer: Speed ​​up or slow down attack animation. Standard 1.00
Don "t Use 1st Person IS Animations: Used to hold the weapon using 1st person zoom.
Don "t Use 3rd Person IS Animations: Used to hold the weapon using the 3rd person zoom.
Attack Shots / Sec: How many animations per second or hits are set to 0 by default.
Attack Anim: Weapon attack animation.
Anim Type: Animation type, there are 9 of them:

Bow - Animation of using a bow.
HandToHandMelee - Hand-to-hand combat animation.
OneHandAxe - Animation of using an ax with one hand
OneHandDagger - Animation of using a dagger with one hand
OneHandMace - Animation of using the mace with one hand
OneHandSword - Animation of using a sword with one hand
Staff - Staff animation
TwoHandAxe - Animation of using an ax with two hands
TwoHandSword - Animation of using a sword with two hands

Before the sounds (Sound)

Attack Sound - Attack sound
Idle Sound - The sound when the weapon is inactive, or perhaps if you just wave them in the air.
Equip Sound - Sound when equipping, taking this weapon in hand.
Attack Sound (2D) -Attack Sound (2D)
Attack Loop - Attack sound
UnEquip Sound - Sound when sheathed a weapon taken into the hands or just inside an inventory.
Attack Fail (No Ammo / Melee Miss) - Sound of attack if there are no arrows (bow) / or melee attack with a sword, for example.
Pickup Sound - Sound of taking, picking up weapons
Putdown Sound - Sound when throwing weapons
Detection Sound Level: (the volume of all these sounds is higher)
Normal: Normal
Silent: Silent
Very Loud: Very loud

Left monitir strength: Sets the strength of the noise for the left side of the controller.
Right motor strength: Sets the strength of the noise for the right side of the controller.
Duration: (Duration of noise)
Pattern, pattern (There are no patterns, so this function does not work and is not used)
Alternate: The function is not used.
That's all.

The lesson was written by Phantom. Any copying of information only with the permission of this user!

I did not go into much detail, but here I will tell you in great detail how to create the most effective weapon step by step. I love to run with the classic shield + sword pair, and we will create a masterpiece using the one-handed sword as an example.

We need enchantment elixirs and blacksmith elixirs. Therefore, we will start by creating a set of things that improve the skill of the alchemist.

Alchemist Item Set

Alchemy will help us create elixirs. If in your wanderings you did not manage to find a potion that increases enchantment, then with an enchantment skill of 100, you can create a set of 4 items, giving you a total of (25 x 4) 100 units to the alchemist skill. Using this set, you will create enchantment potions. It is desirable that you have 100% alchemy as well.

Using the created potions, you, temporarily increasing the ability to enchant, again create a set of "young alchemist". New set items will have an even greater effect, because the enchanter's potion, brewed in a new outfit, will be even more effective. This will allow you to create an even better alchemy kit.

As a result, the maximum efficiency that I was able to achieve was the creation of an alchemist set with items that give 29 units of alchemy skill each. In total (29 x 4) 116 units. Such a set of items allows you to brew an enchantment potion, which improves the skill by 32 points.

What you need to create the "young alchemist" set.

Four items - a ring, an amulet, a helmet (mask, diadem, etc.), gloves (bracers, etc.). 4 soul stones filled with souls no worse than the great ones (Grand). A couple of enchanting potions to enhance the skill. Hand-brewed potions usually have an effect for 30 seconds. Therefore, you need to act quickly.

Ingredients for enchanting potion.

Don't forget to put on the Young Alchemist's Kit if you already have one. The potion will need two ingredients from the following list -

  • Hagraven Claw
  • Snowberries
  • Blue Batterfly Wing

In the game, you can find potions that give up to 25 skill units.

Blacksmith item set

The perfect alchemy kit (created before) allows us to move on to the next step - crafting a blacksmith item set, as well as crafting a blacksmith's elixir.

What you need to set a blacksmith

To create again you need four items - a ring, an amulet, a breastplate (cuirass, dress, blacksmith's apron, etc.), gloves (bracers, etc.). 4 soul stones filled with souls no worse than the great ones (Grand). A couple of enchanting potions to enhance the skill.

We should get a set that gives a total of (29 x 4) 116 units to the blacksmith skill.

Weapon crafting

When creating the base of a weapon, you can not have either a blacksmith set or a blacksmith elixir. We will need all these items when sharpening. Therefore, it does not matter whether you yourself created the appropriate basis for our formidable artifact or accidentally found a weapon somewhere during the game. Before sharpening, it doesn't even matter what your blacksmithing skill is.

Sharpening is affected by the presence of blacksmithing perks, which allows you to sharpen weapons from the corresponding materials twice as well. Before sharpening, make sure you have enough of the right sharpening materials. Put on the set of "young blacksmith", drink the blacksmith's elixir, and - go ahead.

Elixir of the blacksmith

Before creating, do not forget to put on the "Young Alchemist" set. You will need two ingredients from the following list -

  • Blisterwort (Dire mushroom)
  • Glowing Mushroom
  • Saber Cat Tooth
  • Spriggan Sap

The elixir I received improved the skills of the blacksmith by 130 points! At the same time, I did not find blacksmith elixirs with a value of more than 50 in the game.

Improving the skill of using weapons

« It is not a sword that makes a man, but a man a sword.»

The last, very significant touch will be the enchantment of the "everyday" set of items to increase the skill of using weapons. Again, you will need enchantment elixirs, 4 items and 4 soul stones with souls no worse than Grand. In my case, this is the skill of wielding a one-handed weapon and the following items: ring, amulet, gloves and boots.

Thanks to elixirs and a developed enchanting skill, it is possible to increase the possession skill by (47 x 4) 188 points.

Because enchanting most likely will allow you to impose two effects on each item, then think in advance what you need in addition to the basic skill of using a weapon. The picture shows an example of gloves that, in addition to the one-handed weapon skill, improve the bow skill, which I also often use.

Enchanting weapons for additional damage

It would seem much more? But there is no limit to perfection. In addition to pumping the enchanting skill itself, it will not be superfluous to take a perk that allows you to apply two effects at a time. Further, it is a matter of taste.

I looked at magical effects in terms of maximum damage. Three elements (fire, cold, electricity) give three pairs of possible combinations. At the same time, the damage of the “Fire + Electricity” pair was less for me than for the remaining two pairs. This is due to the magic of the school of destruction, in which I have taken the perk that increases cold damage. The fire itself deals 1.5 damage (damage immediately on impact and half from setting the enemy on fire). Therefore, I opted for a pair of "fire + cold".

Damage by each element added 36 points to weapon damage. In addition, we will add 18 points from the subsequent burning of the target and 36 points of stamina. Endurance can no longer be counted, for "the dead do not sweat." The total damage to health by magic will be up to 90 points.

Result

I did not take the blacksmith perks from the heavy armor metal tree (Ebony, Daedric, etc.). That. the best material with a doubling of sharpening for me turned out to be Glass - glass. Of course, there is a mod for Skyrim that adds many additional items to the forge list, including dragonbone weapons, and I could take Dragonbone Sword as a basis, but I will not consider this option for ethical reasons :) here.

There are already several colorful reviews and guides on the internet.
on creating a superhero in the game world (I advise you to familiarize yourself).
I, having carried out practical tests of methods from my own experience, suggest
the most, from my point of view, the optimal way to achieve the goal.
Making Superman fair will still be tricky, but faster.

Yes, before starting, I will make a reservation and warn you that to play with the created "monster"
you will be less interested even on maximum level complexity and even without
taking "dope" in the form of potions.
Topical Alduin- and he will prostrate himself from a couple of power attacks.
Therefore, I will describe the maximalist way to improve the character, and you choose
from this middle ground, based on their tastes.

A little about the mechanics of the game.
Everything is very similar to TES Oblivion, but with many improvements and, importantly,
for the better. Let me keep silent about the pumping system as a whole - everything is clear there.
What is important is that the number of ability points is limited by the level (yes, nothing else
they cannot be obtained in the game). Therefore, it is necessary to distribute them thoughtfully!
I think it is important to say about the possible weak points hero depending on the "class".

The warrior will suffer from powerful magical attacks, to a lesser extent from poisoning, i.e.
will mostly die from a meeting with high-level magician (s) in the absence of protective
potions - there is a matter of 5 seconds. Also, the warrior does not cope well with distant archers and dragons in flight.

It is easier for an archer to start an attack first, it is easier to shoot down dragons, but it is important not to bring the battle to the nearest one, and this is not easy.

The magician endures everyone well from the first levels, but is formally deprived of armor (there are magic shields,

immensely eating mana) and is extremely weak against the main enemies - dragons, because they have a strong
resistance to magic (most vulnerable to electricity, as I understand it).
And a purebred magician cannot be a superhero! Those. it should be considered as a subclass in our case.

The thief as a master of stealth is in the most advantageous position of all. maybe
sneak past any enemy unnoticed, or stab him in the back. But on the other side,
constant use of stealth mode (vprisest) makes the gameplay viscous and annoying. A little
helps out in this situation the ability to move quickly when blocking a shield in a branch
defense development, but this again eats up a few valuable ability points.

Of course, there is no strict division into classes in the game and you can put on at the right time
in anyone's shoes, but I want to return you to the axiom of limited ability points.
The game in this way binds you to the chosen class if you want to achieve maximum
benefits. The exception is temporary effects from potions and magic.

An aspiring superhero.

Magic resistance is useful to anyone, so we choose a Breton (a race who is not in the know),
since they have 25% native protection (+ don't forget about the talent "Dragon's Skin" - + 50%).
We pass the first script quest. As always, money is tight at first, here to the rescue
it comes to us ... not the ability of eloquence and trade, but alchemy! Let me explain. Ingredients
there are a lot of potions in the world of the game, and they cost nothing, and the potions created can be extremely expensive
with a fixed weight of the bottle = 0.5 (i.e. more can be carried away). In addition, this is one of the 3
basic skills for superhero development. How convenient.

From this moment it is worth starting to collect alchemical ingredients (also animal skins),
being especially addicted to the blue mountain flower and blue butterfly, salt and poison bell,
as well as the orange butterfly (monarch) and the dragon tongue.
It is advisable to collect the first 4 in a hundred. These ingredients will be at first
bring the main income and increase alchemy.

On the way to Riverwood with a companion (despite the fact that he speaks of the need for separation,
follow him) you meet 3 class guardian stones (+ 20% experience).
We select the thief stone (which accelerates, among other things, the growth of the alchemy skill). We reach Riverwood,
make new acquaintances, get a quest to visit Whiterun and a civil war quest *.
We take the abandoned cleaver behind the sawmill (useful a little later). Not bad at this stage
get a temporary companion. He will distract the enemy at the right moment and help carry things.
After completing the love quest in Riverwood in favor Fandel, we ask him to join.
This character, by the way, will later help you to upgrade your shooting skill to
50 (when there is enough money, paradoxical as it may sound).

*It is important ... Defer joining one of the belligerents (Stormcloaks or Imperials) until the end
games. Quest for civil war brings a lot of glitches to the rest.
We run to Whiterun, but we are not in a hurry to Dragon's End.
We chop some firewood (20-30) at the felling in the city, we carry them to the tavern Backward mare,
we receive rewards. This is the starting capital of the traveler. The cleaver can be thrown away.
If you are too lazy to do this, then, in principle, on the way you can collect enough loot and sell
in stores, or just steal *. By the way, in the same tavern you can compete in a fist
a battle with a warrior Utgert, earning some more money and getting a female companion
(to whom Fandel not to my liking).

* The note ... Do not get carried away with stealing items at the beginning of the game. First, they will simply be
nowhere to sell (Like Oblivion). Secondly, you can run into quest ones and have to carry them
"the whole game". And thirdly, at one point you will be caught off guard by a gang of 3 mercenaries ...
It makes sense to steal money and ingredients. Some more types of food -
more on that later.

So let's run to the stables Whiterun and we order a carriage to any other city. We collect on site
ingredients, we return to the cart, we rush further across Skyrim. In some cities
the wagon is not provided - we return from there by quickly moving around the world map (key "M"),
can be in the same Whiterun.

Ingredients ... We collect butterflies in the fields near Whiterun. Draconic tongue grows in Solitude
and there is a lot of it in the valley to the south Windhelm*. The blue mountain flower grows in the vicinity of Riverwood.

The poisonous bell densely inhabits the swamp to the south Solitude. Salt is ubiquitous.

* I also advise you to simultaneously find Atronach stone- it will come in handy at the final stage.

Helpful advice ... When visiting Winterhold join the college of magicians. She will be optional
and a valuable source of ingredients that respawn more often than usual. Also in the college
most NPCs sell soul gems that will be needed later.
At the entrance meets us Farald and offers to pass the exam.
I advise you to stay on the way to it and try out different dialogue options. In some cases
you will have to use an expensive spell to pass the exam, and this requires
increasing the general level of magic in one way or another.

Also, do not forget about the two-week respawn of ingredients in the territories of cities.

The pumping begins.
While you run around cities, trade, complete short quests, you will be able to accumulate
about 1-3 thousand septims. For better prices, you can pray at the altar Zenitara
(for example, in the temple of the gods in Solitude, the effect is temporary) and periodically give small change to the beggars.
It is very good if along the way you will find items with enchantment for alchemy and trade.
But you can cope without them.
Get enough sleep 1-8 hours (+ 5-10% * to the growth of experience). We go to the "arcadia pot" in Whiterun.
We study with the alchemy saleswoman. If the hero's level has increased before, then invest experience points in
branch of alchemy abilities, primarily "Alchemist", "Healer" and "Pharmacist".
We go to the alchemical "laboratory" in the same place and mix the blue mountain flower with the wings of a blue butterfly
or salt with a poisonous bell. We get a relatively expensive potion ** .
We do it before leveling up. We combine the Wings of the monarch with the dragon's tongue - we get a potion of trade.
We drink a potion of trade, we sell potions of damage, magic regeneration and slowing down
(in this way we return the money spent on training).
Again we pay tuition fees and so on up to level 50 in alchemy, without forgetting!
invest in alchemical abilities and build up a reserve of strength
(because soon the inventory will be weighty) when the hero's level rises.

* The "good rest" bonus (+ 10%) the hero gets after 8 hours of sleep "in his own bed". Reliably
given when sleeping from 8 hours in a bed paid in a tavern.

** It is possible to create more expensive potions from other raw materials, but entry levels games described
the ingredients are the most readily available. The most expensive potions use the "giant's finger". Also roads
potions of Invisibility and Paralysis (for obvious reasons).

At level 50 of the skill, the cost of training rises sharply, so further it is easier to pump it
on one's own. This requires more ingredients. So, "teleport" fast
moving to cities across Skyrim. In alchemical shops we drink a potion of trade, buy ingredients and
we sell expensive potions, producing them locally. It is worth noting that the more expensive the produced potions are,
the faster the skill grows.

It makes sense to take inexpensive ingredients from ingredients, costing up to 50 septims. From dear ones, no matter how
strangely, no more arrived. I advise you to exclude from purchases Daedric salts, moon sugar,
as well as those ingredients that you have collected in abundance (> 100).
To accelerate the accumulation of money and the sale of excess potions, the latter can be sold
hoarders who sell a little bit of everything (including skins!) and are present in every city
(v Riftene there are even three of them).

When there are a lot of varieties of ingredients, then you can research their properties,
trying different combinations * ... This will also increase alchemy. The very first property of each ingredient
you can find out by applying in the inventory on yourself (eating). Skyrim is full of potion recipes
which will simplify the search (several can be redeemed for a penny from the alchemists in the shops).

* Here you can cheat in order to save ingredients. To do this, after each successfully created
potions with the discovery of new properties of the ingredient must be exited from the alchemy menu and saved. Farther
experiment as much as you like. then load the previous save, and, repeating the resulting
combinations of ingredients, save again.

Considering all the advice, swing the alchemy to ... 98). V bowler hat of Arcadia go to one of the rooms on the first floor
and read the guide to alchemy (+1). In the forest, which is west of the river Riverwood are looking for hut Anis
and read another book there (+1). There are still many books in the game and ways to raise this skill for free, in particular,
but at the beginning of the game they are difficult to access.

In such a miraculous way, Alchemy is raised to 100, and most likely by this moment the abilities of the Alchemist (5/5),
Healer and Pharmacist received.

Great blacksmith.
With decent capital accumulated in the previous stage (most likely> 20,000), raise
blacksmithing will not be difficult.
First of all, we recall dozens of previously collected / purchased animal skins, which, by the way, can be stored in a barrel near any forge - do not be afraid, they will not go anywhere from there. We take them, go to the tanning machine and make leather and strips of leather from them. If the result is less than 1000 each, then we return the leather with strips to the barrel and buy them from the blacksmiths in the cities, and the skins from the hoarders, selling expensive potions in return. Having collected the required amount of leather, we go to the 3rd class stones (those that we met at the beginning of the game) and choose the sign of the warrior (+ 20% acceleration of the growth of blacksmithing). *

* To speed up the process and save on leather, you can complete one side quest.
To do this, we buy more decent armor and one-handed weapons. We are brewing potions for healing and improving the one-handed weapon skill (also do not forget to invest a couple of ability points in the branch of this skill to feel more comfortable). We go to the port Riftena, we find walking peacefully along the marinas From-the-deepest(this name is - no comment), she hands us some kind of "dictionary" and asks us to take it to Avanchzel. The latter appears on the map to the west Riftena... We go there. We set the difficulty of the game to minimum. We pass a rather interesting tomb and, having overcome the centurion at the end, set the dictionary to its rightful place. As a result, we get a bonus "Ancient knowledge", which gives + 15% to the growth of blacksmithing skill. The difficulty of the game can be returned to its original state.

We return to the city. Get enough sleep. We go to the forge and begin to produce hundreds of rawhide bracers from leather,
pumping the skill up to 99. To speed up the process, also after raising the level, you can refer to Yorlandu gray
mane
v Whiterun who is able to teach blacksmithing up to the level of the master. The last level of the skill is obtained by reading the book located in the heavenly forge, where he works Yorland... Total 100.
The resulting bracers can be sold, leaving 100 pieces for pumping the enchanting skill.
We go to the hero development menu, put ability points into heavy armor from steel to dragon
inclusive * (counterclock-wise!). The ability "Wizard Blacksmith" is not needed yet,
more precisely, you can do without it at all, unless you want to improve the quest enchanted items.

* An explanation is needed here. The most powerful in the game is the Daedric weapon, and the most effective is the dragon armor. The latter can be created in both light and heavy versions, but we are interested in light ones due to important advantages ...

Preparing to meet Skyrim.
To reduce the sickening reflex from the previous monotonous gameplay, you can then walk a little along the main storyline, in order to provoke the appearance of dragons throughout Skyrim. Thus, we even combine the pleasant with the necessary, because for the production of dragon armor, bones and scales are needed, which are not for sale in shops. Depending on the level of difficulty, entering the world requires a different level of preparation. If you like hardcore at the maximum level of difficulty, then it is advisable for the hero to sit in cities and grow stronger to a superhero.

How? - see below.
We buy 3 Daedra hearts in alchemical shops or from Entyr in the college of magicians (much more expensive, but always there),
we buy ebony bars from blacksmiths. We produce 2 Daedric swords and a Daedric bow in the forge.
We purchase elven or glass armor. *

* Elven armor can also be removed from the corpses of Thalmor convoys that often roam Skyrim. Of course, you will have to tinker, but the hero, armed with the right potions, is not scary;).

We produce 2-3 potions to increase the blacksmithing skill. Not forgetting to stock up on suitable materials and 3 ebony ingots, go to the forge, drink the potion, improve the armor on the workbench, drink the potion again, improve the daedric swords on the grinder. We put on this beauty.
We produce several potions of invisibility, increasing the skill of one-handed weapons, resistance to cold, fire,
electricity, health restoration, regeneration of stamina, increasing stamina, increasing magic,
increasing weight tolerance, paralysis, healing diseases, to be prepared for the unexpected.

Helpful advice ... One of the dishes - Elsweyr fondue - has very good properties for increasing and regenerating magic. To prepare it, you need to activate any pot, having a whole

Circle of Eydar Cheese, Ale and Moon Sugar (one per serving).

If by this moment you have saved up a decent amount of ability points, then you can invest a few more in the skill
one-handed weapons, remembering that for the development of the enchantment branch, we need 8 of them.
If you find a spell of the summoned weapon or buy it, then this will also be useful, because the Daedric is invoked.
With subsequent increases in the level, I advise you to invest more often in the level of health, bringing it closer to at least 250 and higher. It is also good at this stage to complete the quests of the goddess Mary to get the desired +15 bonus to magic resistance. To activate the first quest, you need to talk to the priestess in temple of Mary Riften.

Enchantment is our everything.
To develop enchantment, we need a hundred or two filled soul gems, one item each with a unique
enchanted, many unenchanted items and as a sum of the previous ones - many septims.
A good help in this matter will be painfully known from Oblivion. Azura's star(unkillable soul stone, with your permission) and maskClavicus Vile... Using only a star will delay the process of pumping enchantments until the end of the game. Therefore, we cannot do without buying, collecting and filling soul stones. But let's proceed in order ...

It's a good idea to go for a start. to Sergius Turrian v College of Winterhold and raise the enchanting skill a little (+5), because the earlier we start training, the more often we will be able to use it at high levels of the character, and we should have already approached the 30th. Everything is like in Oblivion at the same level with training you can
use no more than 5 times, and the growth of each next level slows down in arithmetic progression.

Now you can start getting the star of Azura.
Go to the shrine of Azura in the mountains to the south Winterhold(At this point, the inactive sanctuary icon is usually already present on the map in the east). We speak with the priestess. We activate the quest in the menu. We return to Winterhold, go to the tavern, talk to Nelasar. He guides us to a fortress in the vicinity Riverwood(west).
We return from the fortress with a broken star to Nelasar (! Not to the priestess). Having stocked up with potions of resistance to different types of magic, we go to smoke the spirit of an evil magician from the star. As a result, we get Azura's Black Star... (You no longer need to go to the temple of the goddess).

We pass the daedra quest Clavicus Vile to get another unique artifact.
The quest is activated when moving to the gate Falkreath when the guard asks you about the lost dog. *
Next, we go to the blacksmith, and then back to that guard and walk a little along the road from the city - we meet with Barbas...
At the end of a relatively difficult adventure, we get the mask of the name of Vile himself, which
significantly improves trading and speech skills. Also, do not forget about increasing the skill of trading potions.

* Most likely it was activated earlier - check the quest log.

We find and buy for an inexpensive item with enchantments (in order of priority) for alchemy,
blacksmithing, soul grab (weapon), one-handed weapon damage, stamina regeneration, magic resistance
and if you are very lucky, you will get "paralysis".
We study enchantments on the pentagram of souls.
We buy a filled with a great stone of souls. Enchant one Daedric sword to capture souls. *
We collect / buy a couple of hundred stones. If there is a lot of money, then we take the filled ones. It is best to buy stones
at the flea market, tk. there will be an opportunity to return blood septims by selling potions. Usually a lot of stones
souls can be found in tombs and ruins.

* This is much more convenient than using a similar spell. It is advisable to pre-improve the sword in the forge.

Use the enchanted sword to fill the empty stones and Black star by killing "benevolent" creatures).
We go to the 3 stones, choose the sign of the magician. Get enough sleep as always. We take in store during the development of the blacksmith
case bracers. We enchant them with the most "expensive" charms * in order to sell them more profitably.

* The cost of the created item is always kindly provided by the game.

At each level of the hero, we turn to Turrian in the college to speed up the process. With enough quantity
the original skill goes up to 100 quite easily.
Along the way, we put ability points into the Enchantment tree along the middle lane. We are interested in abilities
Enchanter (5/5), Enchant Skill, Life Enchant and Double Effect.
The matter remains small ...

What it was all for.
Here I will omit the details so as not to confuse. The way to legally cheat is pretty simple.
But it is not easy to think of it. It will be especially easy for fans of the 4th part of the game, tk. principles not
have undergone major changes.
So.
We stock up on stones with the Great soul level in one way or another. We create enchantment potions.
Drinking these potions, we create a set of clothes to improve the skill of alchemy. *
We put on the resulting set and again create such potions. We repeat the cycle. The task is to get the kit
clothes (+ 29% x4), which makes it possible to create potions + 32% to enchanting skill and + 130% to blacksmithing.
We make more of these potions. After drinking the enchanting potion, we enchant a set of clothes for the blacksmithing skill.
(should be + 29% for each piece of clothing).

* The alchemy set consists of a headdress, necklace, gloves, ring.
There is no hat in the blacksmithing kit, but there is an apron. When enchanting, only Great Souls should be used!
I advise you to enchant light items and use double enchantment to make your inventory lighter.
For example, gloves can be enchanted with both skills (alchemy and blacksmithing).

Craft 1 New Daedric Sword to replace the Enchanted Sword. Putting on the blacksmith's kit.
We drink a potion of improvement of blacksmithing. Improving armor, swords and bows by drinking potions.
If you have collected enough dragon scales (14), then create a set of light dragon armor
and improve in the same way. If not collected, then we improve what we have.
After drinking a potion of enchantment and having great souls:
We enchant one of the swords for capturing souls for 2s and paralysis for 1s (no more is needed).
Enchant the second sword for paralysis for 1s and cold damage.
We enchant the bow at our discretion.
Enchanting a ring, necklace and gloves to increase the skill of one-handed weapons and shooting
(if you don't like onions, then the second enchantment is at your discretion).
We enchant boots for increasing the skill of one-handed weapons and regenerating the reserve of strength.
We make armor for the regeneration of the stamina and increase in health.
We enchant the helmet for shooting and water breathing (or increasing magic).
If you prefer a shield, then it should be enchanted to increase the blocking skill and health.

We invest points in the ability to fight with two swords (maximalist way).
Go to the Atronach stone(see above), activate it, making the hero spell-impenetrable
(also increases resistance to disease).
We set the difficulty of the game to the Master.
We enjoy the game ;-).

When developing, do not forget about the guardian stones (those that are in the vicinity Riverwood) giving
an increase in the rate of growth of skills. You should also not hesitate to use the services of skill teachers,
all the more so over time, your chickens will not peck at septims.
A complete list of teachers can be found on fan sites.
At high levels, I have already given up on enchanting swords for paralysis,
since the duration of any ground combat did not exceed 3 seconds. Preferred health theft.
Capturing souls will also become useless, as you will constantly come across filled soul gems.

All the intricacies of the game in one article, of course, cannot be retelled, on the other hand, I do not want to deprive the reader

the pleasure of making your "useful" discoveries in the course of the game.

If someone desperately needs pictures with visualization of manipulations, etc. - write.