Monday, August 27, 2012

Skyrim Crafting Guide Part 5: Choosing Equipment and Upgrading It

Choosing your equipment can be tough in Skyrim. Do you want to be a two-handed fighter, or is duel-wielding better? Do I go sword and board? What's the best kind of armor?

You may ask yourself a few of these questions when deciding how you want to play your character. Honestly, all of the different play styles are pretty balanced. None seem to be totally broken or especially nerfed in any way.

So instead of trying to give you a breakdown of everything, I'm simply going to to give you my personal opinion on the best way to equip a character. These are just my opinions, but I'll give an explanation of why I think that way. In the end, it's best to choose a play style you'll enjoy rather than worry too much about crunching numbers.

So let's start with my views on armors. I think Light Armors are definitely the way to go. I have several reasons for that, but let's start with what will probably be the most important. Physical damage reduction is capped at 80% which occurs at 567 displayed armor rating when wearing all four pieces of armor or 667 when not wearing any pieces of armor (robes, etc.) With the proper perks and skills, any armor in the game can reach cap, even Hide armor.

Another reason: Light Armor weighs less than Heavy armor. Heavy armor also slows a character down and makes more noise than Light Armor. So if you plan on sneaking around at all Light Armor is probably the way to go.

In the end, it's all a matter of personal preference. Since all armors can meet cap I say go with whatever set you think looks the coolest on your character.

Now for weapons. If you have the Dawnguard DLC there's no reason not to go all the way to the top of the Smithing perk tree and get the one for Dragon Smithing. This allows you to make Dragonbone weapons which are currently the very best weapons in the game. They weigh a lot, but at end game that will make very little difference.

So what kind of weapons do you use? I personally like a one handed weapon paired with a shield. Shields are another equipment opportunity to get two additional Enchantment bonuses to your character. I see not having a shield as missing out on those potential bonuses.

As for the one handed weapon I choose the mace. For all one handed weapons they have the highest base damage in the game, making the Dragonbone Mace the single most powerful one handed weapon that can be crafted.

There is also a perk in the One-Handed warrior constellation called Bone Breaker. When you have all 4 ranks in it attacks with maces ignore 75% of an enemy's armor rating. It's good stuff.

Because I have Dawnguard and invested in Dragon Smithing I also choose to outfit my character in Dragonscale armor, which is the Light armor of Dragon Smithing. And why not? I have more dragon bones and scales than I know what to do with any way. (Every time I go to Dawnstar... damn dragons....)

So let's use my current character as an example. At level 48 she has maxed out Enchanting, Smithing, and Alchemy at level 100. She's got the following perks:

Enchanting: Enchanter 5/5, Insightful Enchanter, Corpus Enchanter, Extra Effect
Smithing: Steel Smithing, Elven Smithing, Advanced Armors, Glass Smithing, Dragon Armor
Alchemy: Alchemist 5/5, Physician, Benefactor

She has the following Crafting Equipment. See my previous posts on how to make this set:

Crafting Helmet: 29% bonus to Alchemy
Crafting Circlet: 29% bonus to Alchemy
Crafting Robes: 29% bonus to Smithing
Crafting Gloves: 29% bonus to Alchemy. 29% bonus to Smithing
Crafting Ring: 29% bonus to Alchemy. 29% bonus to Smithing
Crafting Amulet: 29% bonus to Alchemy. 29% bonus to Smithing

Total bonuses: +145% to Alchemy. 87% to Smithing.

She has smithed a basic set of Dragonscale apparel: (We'll do weapons later.)

Dragonscale Armor
Dragonscale Boots
Dragonscale Gauntlets
Dragonscale Helmet
Dragonscale Shield

Each of these needs 1 Dragonscale a piece to upgrade them. So I made sure I had enough Scales before continuing. Then I equipped all of my Crafting equipment and made sure I had some Fortify Smithing pots on my character. Time to drink the potion and upgrade my Dragonscale. Here's the before and after stats:

Armor: 62 to 220
Boots: 18 to 98
Gauntlets: 18 to 98
Helmet: 26 to 105
Shield: 44 to 123

Totals: 168 to 644 (and remember 567 is cap). Want to know the crazy part? I haven't spent any perks in the Light Armor perk constellation AT ALL. None. Zero. Zip. That's now entirely optional. Am I going to purchase some of them? Probably. I like the Unhindered and Wind Walker perks, but I can take my sweet time deciding because I'm at armor cap.

So now let's talk about crafting some sweet weapons. I usually like to make myself a soul trap mace and my normal damage dealing mace with a nice bow as a standby for long range sniping. Because I have the Dawnguard DLC I'm able to make the Dragonbone weapons which are more powerful than Daedric. I made myself a Dragonbone Bow and two of the Maces.

Now the fun part. I equipped my crafting apparel and drank another fortify smithing potion. Here's the before and afters:

Dragonbone Bow: 24 Damage to 89 Damage
Dragonbone Mace/s: 40 Damage to 166 Damage (HUGE Difference)

With these numbers I hope you now understand why I'm so adamant about maxing Alchemy, Enchanting, and Smithing and then combining those skills to do some really amazing crafting.

Skyrim Crafting Guide Part 4: Maxing Out Bonuses

Now that you have Alchemy, Smithing, and Enchanting all at Level 100 with all the right perks it's time to make best stuff in the game. But first, let's recap:

Alchemy: You should have maxed out Alchemist (5/5) perk and the Benefactor perk. You will need plenty of Blue Butterfly Wing, Hagraven Claw, Snowberries, and Spriggan Sap to make Fortify Enchanting potions.  You will also need plenty of Blisterwort, Glowing Mushroom, Sabre Cat Tooth, and Spriggan Sap for Fortify Smithing potions. All of these ingredients can be bought at potions vendors if you haven't been able to find many on your adventures.

Smithing: You should at least have the Arcane Blacksmith perk. You want Dragon Smithing at the top of the perk constellation only if you have Dawnguard and want the best weapons possible. Any armor is able to make cap, even Hide, with the proper perks and skills.

Enchanting: You want to have The Black Star and a number of black soul gems and grand soul gems all containing grand souls to make the best equipment. For perks you want Enchanter (5/5), Insightful Enchanter, Corpus Enchanter, and Extra Effect. You need to know the Fortify Smithing and Fortify Alchemy enchantments.

You will also need the following mundane items (I had stacks of four before starting):

Falmer helmets
Circlets
Clothes
Boots
Gloves
Rings
Necklaces

When making your Smithing and Alchemy bonus equipment you really don't need anything fancy. I choose items that weighed very little. It does really matter how they look or if they even give you an armor bonus. You'll only be using them for crafting purposes.

Before getting started remember to save often as you complete these steps. That way if you mess up it's fairly easy to reset and try again.

First thing you do is go to an Enchanting table and make yourself basic Fortify Alchemy equipment if you haven't already. This will be a Falmer helmet, Circlet, Gloves, Ring, and Necklace. Be sure to use grand souls to get the best bonuses possible. Now equip all these items. You should have a set that looks like this:

Alchemy Circlet: Created potions are 25% more powerful.
Alchemy Gloves: Created potions are 25% more powerful.
Alchemy Falmer Helmet: Created potions are 25% more powerful.
Alchemy Necklace: Created potions are 25% more powerful.
Alchemy Ring: Created potions are 25% more powerful.

Total bonus: +125% (Yes, you can go over 100%)

Save.

Next go to the Alchemy table and make a Fortify Enchanting potion using any three of the following ingredients: Blue Butterfly Wing, Hagraven Claw, Snowberries, and Spriggan Sap. Make yourself a small stack of Fortify Enchanting pots. (5 should be plenty.) My starting potions gave me 34% stronger enchantments for 30 seconds.

Save.

Drink a Fortify Enchanting potion and make some new Fortify Alchemy equipment. Start with the circlet first to see what the bonus is. At this point mine says + 29% to alchemy. That's 5 points better than the last batch of items. The new stuff should always be better than the old stuff or something went wrong in the process.

Start with the Circlet. Your goal is to reach 29% bonus. 29% is the max bonus you can get legitimately; without exploits. Once you've reached that it's time to change things up a bit.

We're now going to make a full set of Crafting Equipment to include both Alchemy and Smithing bonuses. In order to easily identify my crafting equipment I took the time to name them: Crafting Ring, Crafting Clothes, etc. This was just for ease of finding the items in my inventory, but is totally optional. Taking the time to name items can risk running out of time on an enchanting potion. You have about 30 seconds per potion. You may need to take a break between crafting items to drink new potions. Just pay attention and make sure all your equipment is getting the same amount of bonus to Fortify Alchemy. It's all about time management.


So drink one of your Enchanting potions and make yourself a Falmer Helmet with a +29% to Alchemy.

Save.

Now enchant either a piece of armor or some clothes with the Fortify Smithing bonus. Again, I use clothes or robes because they weigh very little compared to armor.

Save.

Now we're going to combine Alchemy and Smithing bonuses on the following items: Gloves (or bracers), Ring, and Necklace.


You should now have a set that is similar to mine. Here's my set for you to compare:

Crafting Helmet: 29% bonus to Alchemy
Crafting Circlet: 29% bonus to Alchemy
Crafting Robes: 29% bonus to Smithing
Crafting Gloves: 29% bonus to Alchemy. 29% bonus to Smithing
Crafting Ring: 29% bonus to Alchemy. 29% bonus to Smithing
Crafting Amulet: 29% bonus to Alchemy. 29% bonus to Smithing

Total bonuses: +145% to Alchemy. 87% to Smithing.

Wear these whenever you use smithing to improve weapons and armor, and you should wear this set of equipment whenever you make potions. Your new Fortify Enchanting potions will give you a +37%.

Now sell your old stuff, equip your brand new crafting equipment, and let's get ready to Smith some really good stuff.

But first, make sure you hit up an alchemy table and make yourself some brand new Fortify Smithing potions while wearing all of your crafting equipment. You'll need the following ingredients: Blisterwort, Glowing Mushroom, Sabre Cat Tooth, and Spriggan Sap. Any 3 of those will make you a Fortify Smithing potion. I made myself 5 potions to start. They should be giving you a bonus of 147% to Smithing.

So just to summarize here's how to get max bonuses:

Wear your Crafting Equipment any time you make a potion or improve an item with smithing.
Drink a +37% Fortify Enchanting potion before putting enchantments on anything.
Drink a +147% Smithing potion before improving any item using Smithing.

In my next post we'll talk about choosing the best equipment for your character, how to craft those items, and then we'll discuss choosing the right enchantments for each piece of equipment so you get the maximum benefits possible.

Thanks for reading!

Sunday, August 26, 2012

Skyrim Alchemy: Unlocking Ingredient Effects

Assuming that every time you've found a new ingredient that you've tried eating it to unlock the first effect, here's a break down of how to unlock all of the effects of almost all the different alchemy ingredients in Skyrim. Some of the recipes below may seem repetitive, but when you start running out of ingredients that still have locked effects you'll need to use ingredients you've already completely unlocked to unlock the new ones. As I find new ingredients and their effects I will be updating this list:

REMEMBER: You have to have eaten each ingredient to unlock the first effect or following along with me won't unlock everything for you.

Recipe: Wheat + Giant's Toe + Creep Cluster =

Wheat: 3/4 Effects Discovered
Giant's Toe: [Completely Unlocked]
Creep Cluster: 3/4 Effects Discovered

~*~

Recipe: Blue Mountain Flower + Hagraven Feathers + Hanging Moss =

Blue Mountain Flower: [Completely Unlocked]
Hagraven Feathers: 2/4 Effects Discovered
Hanging Moss: 3/4 Effects Discovered

~*~

Recipe: Deathbell + Salt Pile + Taproot =

Deathbell: 2/4 Effects Discovered
Salt Pile: 3/4 Effects Discovered
Taproot: 2/4 Effects Discovered

~*~

Recipe: Ice Wraith Teeth + Vampire Dust + White Cap =

Ice Wraith Teeth: 3/4 Effects Discovered
Vampire Dust: 2/4 Effects Discovered
White Cap: 3/4 Effects Discovered

~*~

Recipe: Fire Salts + Frost Salts + Moon Sugar =

Fire Salts: 3/4 Effects Discovered
Frost Salts: 3/4 Effects Discovered
Moon Sugar: [Completely Unlocked]

~*~

Recipe: Dragon's Tongue + Fly Amantia + Troll Fat =

Dragon's Tongue: 2/4 Effects Discovered
Fly Amantia: 3/4 Effects Discovered
Troll Fat: 3/4 Effects Discovered

~*~

Recipe: Bleeding Crown + Tundra Cotton + Void Salts =

Bleeding Crown: 3/4 Effects Discovered
Tundra Cotton: 3/4 Effects Discovered
Void Salts: 3/4 Effects Discovered

~*~

Recipe: Chicken Egg + Bear Claws + Nightshade =

Bear Claws: 2/4 Effects Discovered
Chicken's Egg: 3/4 Effects Discovered
Nightshade: 3/4 Effects Discovered

~*~

Recipe: Charred Skeever Hide + Sabre Cat Tooth + Thistle Branch =

Charred Skeever Hide: 2/4 Effects Discovered
Sabre Cat Tooth: 2/4 Effects Discovered
Thistle Branch: 3/4 Effects Discovered

~*~

Recipe: Purple Mountain Flower + Silverside Perch + Torchbug Thorax =

Purple Mountain Flower: 3/4 Effects Discovered
Silverside Perch: 2/4 Effects Discovered
Torchbug Thorax: 2/4 Effects Discovered

~*~

Recipe: Hawk Feathers + Luna Moth Wing + Vampire Dust =

Hawk Feathers: 2/4 Effects Discovered
Luna Moth Wing: [Completely Unlocked]
Vampire Dust: [Completely Unlocked]

~*~

Recipe: Abecean Longfin + Bleeding Crown + Frost Mirriam =

Abecean Longfin: 3/4 Effects Discovered
Bleeding Crown: [Completely Unlocked]
Frost Mirriam: 2/4 Effects Discovered

~*~

Recipe: Abecean Longfin + Blue Dartwing + Cyrodilic Spadetail =

Abecean Longfin: [Completely Unlocked]
Blue Dartwing: 2/4 Effects Discovered
Cyrodilic Spadetail: 3/4 Effects Discovered

~*~

Recipe: Chicken's Egg + Histcarp + Nordic Barnacle =

Chicken's Egg: [Completely Unlocked]
Histcarp: 2/4 Effects Discovered
Nordic Barnacle: 2/4 Effects Discovered

~*~

Recipe: Bear Claws + Creep Cluster + Rock Warbler Egg =

Bear Claws: 3/4 Effects Discovered
Creep Cluster: [Completely Unlocked]
Rock Warbler Egg: 3/4 Effects Discovered

~*~

Recipe: Bear Claws + Ectoplasm + Glowing Mushroom =

Bear Claws: [Completely Unlocked]
Ectoplasm: 2/4 Effects Discovered
Glowing Mushroom: 3/4 Effects Discovered

~*~

Recipe: Butterfly Wing + Cyrodilic Spadetail + Eye of the Sabre Cat =

Butterfly Wing: 2/4 Effects Discovered
Cyrodilic Spadetail: [Completely Unlocked]
Eye of Sabre Cat: [Completely Unlocked]

~*~

Recipe: Blue Butterfly Wing + Bone Meal + Fire Salts =

Blue Butterfly Wing: 2/4 Effects Discovered
Bone Meal: 3/4 Effects Discovered
Fire Salts: [Completely Unlocked]

~*~

Recipe: Bee + Bone Meal + Fly Amanita =

Bee: 3/4 Effects Discovered
Bone Meal: [Completely Unlocked]
Fly Amanita: [Completely Unlocked]

~*~

Recipe: Bee + Blisterwort + Hagraven Feathers =

Bee: [Completely Unlocked]
Blisterwort: 2/4 Effects Discovered
Hagraven Feathers: [Completely Unlocked]

~*~

Recipe: Chaurus Eggs + Frost Salts + Lavender =

Chaurus Eggs: 2/4 Effects Discovered
Frost Salts: [Completely Unlocked]
Lavender: 3/4 Effects Discovered

~*~

Recipe: Frost Mirriam + Histcarp + Lavender =

Frost Mirriam: [Completely Unlocked]
Histcarp: 3/4 Effects Discovered
Lavender: [Completely Unlocked]

~*~

Recipe: Briar Heart + Histcarp + Slaughterfish Scales =

Briar Heart: 3/4 Effects Discovered
Histcarp: [Completely Unlocked]
Slaughterfish Scales: 2/4 Effects Discovered

~*~

Recipe: Briar Heart + Canis Root + Imp Stool =

Briar Heart: [Completely Unlocked]
Canis Root: 2/4 Effects Discovered
Imp Stool: 2/4 Effects Discovered

~*~

Recipe: Blisterwort + Blue Dartwing + Glowing Mushroom =

Blisterwort: [Completely Unlocked]
Blue Dartwing: 3/4 Effects Discovered
Glowing Mushroom: [Completely Unlocked]

~*~

Recipe: Blue Dartwing + Garlic + Nordic Barnacle =

Blue Dartwing: [Completely Unlocked]
Garlic: 2/4 Effects Discovered
Nordic Barnacle: [Completely Unlocked]

~*~

Recipe: Canis Root + Elves Ear + Hanging Moss =

Canis Root: [Completely Unlocked]
Elves Ear: 2/4 Effects Discovered
Hanging Moss: [Completely Unlocked]

~*~

Recipe: Ice Wraith Teeth + Juniper Berries + Spider Egg =

Ice Wraith Teeth: [Completely Unlocked]
Juniper Berries: 2/4 Effects Discovered
Spider Egg: 2/4 Effects Discovered

~*~

Recipe: Deathbell + Giant Lichen + Thistle Branch =

Deathbell: [Completely Unlocked]
Giant Lichen: 2/4 Effects Discovered
Thistle Branch: [Completely Unlocked]

~*~

Recipe: Blue Butterfly Wing + Glow Dust + Nightshade =

Blue Butterfly Wing: 3/4 Effects Discovered
Glow Dust: 3/4 Effects Discovered
Nightshade: [Completely Unlocked]

~*~

Recipe: Blue Butterfly Wing  + Dragon's Tongue + Hagraven Claw =

Blue Butterfly Wing:  [Completely Unlocked]
Dragon's Tongue: 3/4 Effects Discovered
Hagraven Claw: 3/4 Effects Discovered

~*~

Recipe: Glow Dust + Hawk Beak + River Betty =

Glow Dust: [Completely Unlocked]
Hawk Beak: 3/4 Effects Discovered
River Betty: 2/4 Effects Discovered

~*~

Recipe: Dragon's Tongue + Dwarven Oil + Garlic =

Dragon's Tongue: [Completely Unlocked]
Dwarven Oil: 3/4 Effects Discovered
Garlic: 3/4 Effects Discovered

~*~

Recipe: Hagraven Claw + Swamp Fungal Pod + Wheat =

Hagraven Claw: [Completely Unlocked]
Swamp Fungal Pod: 3/4 Effects Discovered
Wheat: [Completely Unlocked]

~*~

Recipe: Hawk Beak + Snowberries + Spriggan Sap =

Hawk Beak: [Completely Unlocked]
Snowberries: [Completely Unlocked]
Spriggan Sap: 2/4 Effects Discovered

~*~

Recipe: Dwarven Oil + Giant Lichen + Jazbay Grapes =

Dwarven Oil: [Completely Unlocked]
Giant Lichen: [Completely Unlocked]
Jazbay Grapes: 3/4 Effects Discovered

~*~

Recipe: Garlic + Large Antlers + River Betty =

Garlic: [Completely Unlocked]
Large Antlers: 3/4 Effects Discovered
River Betty: 3/4 Effects Discovered

~*~

Recipe: Ectoplasm + Jazbay Grapes + Red Mountain Flower =

Ecotplasm: [Completely Unlocked]
Jazbay Grapes: [Completely Unlocked]
Red Mountain Flower: 3/4 Effects Discovered

~*~

Recipe: Chaurus Eggs + Daedra Heart + Large Antlers =

Chaurus Eggs: 3/4 Effects Discovered
Daedra Heart: 3/4 Effects Discovered
Large Antlers: [Completely Unlocked]

~*~

Recipe: Grass Pod + River Betty + Spriggan Sap =

Grass Pod: 2/4 Effects Discovered
River Betty: [Completely Unlocked]
Spriggan Sap: 3/4 Effects Discovered

~*~

Recipe: Grass Pod + Red Mountain Flower + Taproot =

Grass Pod: [Completely Unlocked]
Red Mountain Flower: [Completely Unlocked]
Taproot: 3/4 Effects Discovered

~*~

Recipe: Chaurus Eggs + Nirnroot + Rock Warbler Egg =

Chaurus Eggs: [Completely Unlocked]
Nirnroot: 3/4 Effects Discovered
Rock Warbler Egg: [Completely Unlocked]

~*~

Recipe: Butterfly Wing + Small Antlers + Tundra Cotton =

Butterfly Wing: [Completely Unlocked]
Small Antlers: 2/4 Effects Discovered
Tundra Cotton: [Completely Unlocked]

~*~

Recipe: Charred Skeever Hide + Imp Stool + Mudcrab Chitin =

Charred Skeever Hide: [Completely Unlocked]
Imp Stool: 3/4 Effects Discovered
Mudcrab Chitin: 3/4 Effects Discovered

~*~

Recipe: Daedra Heart + Namira's Rot + Pine Thrush Egg =

Daedra Heart: [Completely Unlocked]
Namira's Rot:  3/4 Effects Discovered
Pine Thrush Egg: 2/4 Effects Discovered

~*~

Recipe: Elves Ear + Orange Dartwing + White Cap =

Elves Ear: 3/4 Effects Discovered
Orange Dartwing: 2/4 Effects Discovered
White Cap: [Completely Unlocked]

~*~

Recipe: Elves Ear + Falmer Ear + Mudcrab Chitin =

Elves Ear: [Completely Unlocked]
Falmer Ear: 2/4 Effects Discovered
Mudcrap Chitin: [Completely Unlocked]

~*~

Recipe: Falmer Ear + Spider Egg + Troll Fat =

Falmer Ear: [Completely Unlocked]
Spider Egg: 3/4 Effects Discovered
Troll Fat: [Completely Unlocked]

~*~

Recipe: Canis Root + Hawk Feathers + Purple Mountain Flower =

Canis Root: [Completely Unlocked]
Hawk Feathers: [Completely Unlocked]
Purple Mountain Flower: [Completely Unlocked]

~*~

Recipe: Hanging Moss + Human Heart + Troll Fat =

Hanging Moss: [Completely Unlocked]
Human Heart: [Completely Unlocked]
Troll Fat: [Completely Unlocked]

~*~

Recipe: Imp Stool + Orange Dartwing + Slaughterfish Egg =

Imp Stool: [Completely Unlocked]
Orange Dartwing: [Completely Unlocked]
Slaughterfish Egg: 3/4 Effects Discovered

~*~

Recipe: Juniper Berries + Namira's Rot + Silverside Perch =

Juniper Berries: [Completely Unlocked]
Namira's Rot: [Completely Unlocked]
Silverside Perch: 3/4 Effects Unlocked

~*~

Recipe: Mora Tapinella + Scaly Pholiota + Slaughterfish Scales =

Mora Tapinella: [Completely Unlocked]
Scaly Pholiota: 3/4 Effects Discovered
Slaughterfish Scales: 3/4 Effects Discovered

~*~

Recipe: Nirnroot + Skeever Tail + Void Salts =

Nirnroot: [Completely Unlocked]
Skeever Tail: 2/4 Effects Discovered
Void Salts: [Completely Unlocked]

~*~

Recipe: Pine Thrush Egg + Small Antlers + Swamp Fungal Pod =

Pine Thrush Egg: [Completely Unlocked]
Small Antlers: 2/4 Effects Discovered
Swamp Fungal Pod:  3/4 Effects Discovered

~*~

Recipe: Bleeding Crown + Sabre Cat Tooth + Spriggan Sap=

Bleeding Crown: [Completely Unlocked]
Sabre Cat Tooth: [Completely Unlocked]
Spriggan Sap: [Completely Unlocked]

~*~

Recipe: Salt Pile + Small Antlers + Void Salts =

Salt Pile: [Completely Unlocked]
Small Antlers: [Completely Unlocked]
Void Salts: [Completely Unlocked]

~*~

Recipe: Scaly Pholiota + Creep Cluster =

Scaly Pholiota: [Completely Unlocked]
Creep Cluster: [Completely Unlocked]

~*~

Recipe: Hawk Feathers + Silverside Perch + Skeever Tail =

Hawk Feathers: [Completely Unlocked]
Silverside Perch: [Completely Unlocked]
Skeever Tail: [Completely Unlocked]

~*~

Recipe: Slaughterfish Egg + Taproot + Torchbug Thorax =

Slaughterfish Egg: [Completely Unlocked]
Taproot: 3/4 Effects Discovered
Torchbug Thorax: [Completely Unlocked]

~*~

Recipe: Slaughterfish Scales + Thistle Branch (or White Cap) =

Slaughterfish Scales: [Completely Unlocked]

~*~

Recipe: Spider Egg + Blue Mountain Flower =

Spider Egg: [Completely Unlocked]

~*~

Recipe: Swamp Fungal Pod + Imp Stool =

Swamp Fungal Pod: [Completely Unlocked]

~*~

Recipe: Taproot + Dragon's Tongue =

Taproot: [Completely Unlocked]

~*~

Coming Soon:

Recipes for Human Heart and Human Flesh
Dawnstar Ingredients
Small Pearl and Pearl Recipes
Crimson Nirnroot Recipes
Recipes for Wisp Wrappings and Powdered Mammoth Tusk
Recipes for Beehive Husk and Honeycomb










Monday, August 20, 2012

Skyrim Crafting Guide Part 3: Alchemy

When you get ready to make your own equipment the way to make the very best things in both smithing and enchanting is to actually have level 100 alchemy. Alchemy can provide you with potions that increase Smithing and Enchanting above what you can do with leveling up alone.

Leveling up Alchemy is simple when you know how it works. The higher the gold value of the potion you make, the faster your skill levels up. That's why when you are ready to really level up your alchemy you are going to want three, just three, ingredients: Creep Cluster, Giant's Toe, and Wheat. Together these three ingredients will make you a Fortify Health potion that is very valuable and therefore levels up your alchemy quick.

Creep Clusters are prolific in the region south of Windhelm, known as Eastmarch. This area has unique looking terrain consisting of steamy hot springs and limited vegetation. There are three notable places here: Bonestrewn Crest (a Dragon lair), Steamcrag Camp (a Giant's camp), and the Atronach Stone. All around these locations you'll find Creep Clusters which look like red veins growing out of the ground. They're pretty hard to miss.

On a side note: While you're out in this area collect all the Jazbay grapes you find. There's a quest where you need 20 of them.

The next ingredient you want is Giant's Toe. It goes without saying that you get these by killing giants and looting their corpses. Giant's can be pretty tough, especially in early game, so you might want to stick to buying them from potions vendors at first. When you're ready to face off against Giants don't forget to soul trap the mammoths close by. Those will get you those precious grand souls for enchanting the best stuff.

The last ingredient, Wheat, is very easy to get. There are several farms all over Skyrim that grow wheat. One of the best places is just outside of Rorikstead which is located due West of Whiterun. This little farm yields 12 wheat, the most in one location. The next best place with 11 wheat is Hollyfrost Farm which is due East from Windhelm following the road.

These three ingredients when combined make the most expensive potion possible, thereby leveling up your Alchemy the most per potion. 

In order to maximize your Alchemy increase you're going to want to make yourself some Fortify Alchemy equipment once your Enchanting is level 100. The hardest part about this is simply to find a Fortify Alchemy item to break down in order to unlock that Enchantment for your character, but there's an easy way to get an Alchemy item right off the bat.

From Whiterun take the carriage to Dawnstar and go to the Mortal and Pestle, the local potions dealer. Talk to the owner, Frida, and she will give you the quest to find her Ring of Pure Mixtures, a 12% boost to potion creation. Once you give her this ring she will give a permanent +1 bonus to your Alchemy. After that get behind her and enter sneak mode. Pickpocket her. She'll have the Ring of Pure Mixtures on her person. Steal it and take it to an Enchanting table and Disenchant it. Now you know the Fortify Alchemy enchantment.

On a side note: If your percentage to pickpocket is very low drink a potion that increases your pickpocket ability or just keep trying. I had about a 27% chance when I did this, and it took me about 5 tries before success. One trick is to save right before you try to steal. If you fail simply reload before the guards come.

The next hardest thing about making Fortify Alchemy equipment will be to come by two different items you need to get max benefits: A Falmer helmet and a Circlet. Circlets can be hard to come by because you can't make them at a forge like you can other jewelry. You either have to buy them or find them. Radiant Raiment in Solitude often sells them. 

The easiest way to get a Falmer helmet is to go to the cave Chillwind Depths which is southwest of Solitude. This location will provide you with at least 3 Falmer helmets. Go ahead and stock up on those and Glowing mushrooms, another alchemy ingredient. 

The reason you want both a Falmer helmet and a Circlet is because both can be enchanted with Fortify Alchemy and both can be worn at the same time. This is a glitch in the game mechanics, but it works out in your favor. This glitch is also 100% safe. There's no threat to your save state by using this exploit.

With your new enchanting skill, go ahead and make yourself some Fortify Alchemy equipment with some grand soul gems. This will be a ring, necklace, gloves, Falmer helmet, and circlet. Wear this set when you begin to make your potions for leveling up alchemy. Also, be sure to pick up the Thief stone at the Guardian Stones location to get a 20% increase on your Alchemy level up as well.

Here's what I had after all the prep work:

Gold Ring - Created potions are 25% more powerful.
Gold Necklace - Created potions are 25% more powerful.
Falmer Helmet - Created potions are 25% more powerful.
Gloves - Created potions are 25% more powerful.
Circlet - Created potions are 25% more powerful.
Thief Stone - 20% bonus to leveling up Thief skills
Well Rested (slept in a bed I owned) - All skills improve 10% faster for 8 hours.

Now just remember, the more valuable the potion you make the quicker your skill increases. To help you along the way here's a website that lists the Skyrim potions you can brew up by value:

http://skyrimforums.org/threads/most-valuable-potions.4985/

Start at the top with the most value and work your way down, remembering to keep those alchemy bonus items equipped and have the Thief stone activated. This is the best way to level up alchemy.

There are a few other ways you can get additional bonuses to your Alchemy skill. The first way is at character creation. Bosmer (Wood Elves), Breton, Khajiit, and Dunmer (Dark Elves) all gain a +5 boost to Alchemy at the start of the game.

There are also several books that can level up your Alchemy skill. Their titles and where they can be found are as follows: 

A Game at Dinner:  On a dresser on the second floor of the New Gnisis Cornerclub, a Dark Elf gathering place in Windhelm.

De Rerum Dirennis
: Grave Concoctions (the potions vendor) in Falkreath, under some baskets in the back right corner.

Herbalist's Guide to Skyrim
: Whiterun in Arcadia's Cauldron (the potions vendor), on a table through a door to the left of the Alchemy Lab.

Mannimarco, King of Worms: Easiest copy to get to is to port to Falkreath and head Northwest. After you get past Roadside Ruins look to the NW for an icon on your compass that looks like a Pinetree. That location is Evergreen Grove. After fighting some Spriggans and a Bear check out the pond. There's a body in the center of the water, and the book is right next to the corpse.

Song of the Alchemists: Go to Solitude and visit the Bard's college. It's on the counter to the right when you first walk in. Steal this book because it is also a quest item.

There are also several quests you can complete in Skyrim that give you a permanent bonus to your Alchemy.

The first is to retrieve the Ring of Pure mixtures for Frida, owner of the Mortar and Pestle in Dawnstar. We already covered that one.

In Morthal talk to Lami at the Thaumaturgist's Hut. She'll ask you to retrieve a book called Song of the Alchemists. This is also one of the Alchemy skill books. She won't care if it is a stolen item, and she'll still reward you with the skill increase.

Arcadia, the potions vendor in Whiterun, will ask for frost salts. Once you give her those she will reward you with the increase.

At the Bard's College in Solitude talk to Inge Six Fingers after completing the "Tending the Flames" quest. Inge will give you the quest to find Finn's Lute. Once you have done this you'll get a +1 to each of the Thief related skills, including Alchemy.

So once you have done all of the radiant quests in the Bard's College you'll have a +1 bonus to all skills in the game. Not too shabby.

Another way to increase your Alchemy skill is through trainers. There are three in the game so far. Lami is the Adept trainer in Morthal. Arcadia is the Expert trainer in Whiterun, and Babette is the Master trainer. In order to use her you must be a member of the Dark Brotherhood.

Now let's talk about Alchemy perks. There are only two that you will need:

The first critical perk is Alchemist. Max it out to 5 as quickly as you can. This will make all potions 100% stronger, including the Smithing and Enchanting pots.

Next is Benefactor: Potions that you mix with beneficial effects have an additional 25% greater magnitude. This including the Smithing and Enchanting pots.

I recommend picking up these perks as soon as you unlock them. That way your new potions will be that much more powerful. That means they'll be more valuable, and the more valuable they are the faster your alchemy increases.

Once you have Smithing, Enchanter, and Alchemy at level 100 with all the right perks you are now ready to craft the ultimate equipment, but that will be in another post.

Saturday, August 18, 2012

Skyrim Crafting Guide Part 2: Enchanting and Soul Gems

Along with Smithing and Alchemy, Enchanting is one of the most critical skills to level up and use to create the best equipment in all of Skyrim.

So what is Enchanting? Enchanting is when you imbue normal, mundane equipment with magic properties. In order to do this you must first have the item you wish to enchant. It must be an item that does not already have any magical properties.

Second, you must be at an Enchanting table. These can be found all over Skyrim, but are common inside the keeps of Jarls, usually not too far away from a court wizard. These tables are the only places where you are able to put new enchantments into items.

Third, you will have to have soul gems that contain souls. Think of soul gems as the batteries that power enchantments. The souls inside the soul gems are the energy that is used for powering your magic. Empty soul gems won't work. That's like using a dead battery to try and power something. The gems must contain a soul.

Soul gems can be found all over Skyrim, but they can also be bought at general vendors and through court wizards. You can get them with souls already in them, but the most abundant are empty ones. Empty soul gems cannot be used for anything until they are given a soul. Here are the ways to do that:

The first way is to use the spell Soul Trap. You can get this spell from a tome which can be purchased through court wizards. The first wizard you come to in the story is Farenger Secret-Fire who is located in Dragonsreach in Whiterun. If he doesn't have the tome wait two days in-game and check again. His inventory will refresh, and he may have the tome available then. (This refresh trick works on all NPC's that sell items.)

In order to capture souls you cast Soul Trap on your enemies during combat. If you kill them before the soul trap spell runs out their soul will be transferred into the appropriate soul gem. The type of enemy you face determines how powerful the soul is. More powerful souls make for more powerful enchantments, but require larger soul gems to house them. 

Here's a break down of soul gem sizes from smallest to largest: Petty, Lesser, Common, Greater, and Grand. The smaller the soul gem, the less powerful of an enchantment it will produce. The larger the soul gem, the more powerful of a enchantment it can produce. The trick is knowing how to fit the right soul to the right gem.

You see, the smallest gem, a Petty Soul Gem, can only fit a petty soul. The small gem can only hold so much. However, a Grand Soul gem can hold any size soul because it is the largest gem. The bigger the space, the more it can hold, but it goes without saying that a gem may only ever hold one soul at a time.

So the trick is to know what soul gems you have and when to cast soul trap on an enemy. For example: if you only have a grand soul gem that is empty in your inventory you don't want to waste your soul trap spell on a wolf which has a petty soul. That means you wasted the largest and most expensive soul gem on a petty soul. You want grand souls in grand gems. The same goes for all the gem sizes. Max soul size possible in each gem.

So how do you know what type of enemy gives what kind of soul? A good rule of thumb is smaller, weaker enemies, like animals, will give you Petty Souls. As the difficulty of monsters and enemies increase, the stronger the soul. Dragon Priests, Draugr Death Overlords, Draugr Deathlords, Falmer Shadowmasters, and Mammoths all give you Grand Souls. Make sure you have some empty grand soul gems in your inventory when you face these foes.

All humanoid races (all of the races you can choose for your character at the start of the game) will have grand souls as well. However, you CANNOT put those souls into normal grand soul gems. In order to capture these souls you will need Black Soul Gems which can be found in dungeons and crypts, but also through merchants occasionally. 

On a side note, from time to time you'll find objects called Soul Gem Fragments, but they are worthless and should just be sold off at vendors.

Once you use a soul gem for enchanting it is destroyed in the creation process. The soul goes into powering your new magic item, and the gem itself is gone forever.

However, there is one item in the game that acts as a rechargeable soul gem. It's a Daedra artifact called Azura's Star. The quest for this item can be given from the very beginning of the game, so feel free to get started on that as soon as you like. The second you get to Riverwood for the first time head into the Inn and talk to the Barkeep. Ask him about rumors, work, etc., and he'll give you some information about the Shrine to Azura. You'll get a Miscellaneous objective to visit the Shrine, and this will start the quest. The barkeep will not only give you the start of that quest, but also the beginning of the Dark Brotherhood quest line if you're interested. 

I should warn you, the quest for Azura's Star can actually go two different ways. The artifact has the potential to become two different things entirely. One is the Azura's Star which acts as a refillable grand soul gem. The other, The Black Star, acts as a reusable black soul gem - meaning it can house humanoid souls. You'll realize just how important this is when you see how many freakin' bandits there are all over Skyrim - it's a grand soul buffet when you have The Black Star. This item is a boon for enchanting.

Without spoiling much, here's how to get The Black Star instead of Azura's Star: Do everything the NPC Nelacar tells you to. Do NOT under any circumstances return the star to the Shrine to Azura. If you want a walkthrough just do a google search for "The Black Star skyrim". I'm gonna leave a walkthrough out of this guide for the sake of space and spoilers. 

Another way you can capture the souls of your enemies and trap them into soul gems is by using weapons that have Soul Trap built right in, making the spell no longer necessary to cast. These weapons can be found as random loot throughout Skyrim, and when you strike an enemy with a Soul Trap weapon it will do the casting of the Soul Trap spell for you. It won't even deplete your Magicka.

So now let's say you have the mundane equipment you wish to enchant. You have soul gems that contain souls, and you are standing in front of an enchanting table. The final thing you need is for your character to know the magical enchantments you'll want to put on your equipment.

How does your character gain such knowledge? Quite simple. As you explore Skyrim you'll come across magical items already enchanted with different powers. They can be bought or simply found as random loot. If you take these items to an Enchanting table you can break them down using the "Disenchant" option. The knowledge of the enchantment is then passed to your character, and from that point on your character can put those enchantments into new items. The original item will be lost however.

Every time you break down an item it will increase your Enchanting skill, so I recommend doing this for every new magic item you run across. You can only learn a specific enchantment once however, so if you can not break an item down it means you already know its enchantment. If that's the case, the only thing left to do is sell that item and make a profit from it.

There are other ways to increase your Enchanting skill besides these two. At character creation the race you choose can give you a starting +5 to your Enchanting. These races are Altmer (High Elves), Imperial, and Orc. 

There are also several books in Skyrim that will increase your Enchanting skill. I recommend waiting to read them until you are close to the skill level 90 mark in Enchanting. Getting the last levels of any skill can be agonizing, and reading skill books helps alleviate some of that sting.

The following is a list of books that raise the Enchanting skill and the best places to find them:

A Tragedy in Black: Easiest place to get this is in Ilinalta's Deep on a table at the northeast corner. Room contains Arcane Enchanter and Alchemy Lab. The Black Star quest will take you to this location.

Catalogue of Weapon Enchantments:  Inside The White Hall in Dawnstar. In the room on the left on the ground floor with the training dummy inside. Look in between the barrels right by the door.

Complete Catalogue of Enchantments for Armor: There are two fairly easy ways to get this book. The first is inside Falion's House in Morthal, on a bookshelf. He's a non-hostile NPC. The second easiest way is in Steamscorch Mine on a table at the end of the first tunnel. The mine has no enemies inside. A mage works inside that is a skill trainer and quest giver to boot.

Enchanter's Primer: Found in between the bed and the end table in Carlotta Valentia's house in Whiterun.

Twin Secrets: Inside the Jarl's Longhouse in the town of Winterhold. The book is located in the ground floor room on the right, inside of a basket on top of a barrel.

There is also a quest that will reward you with a permanent increase to your Enchanting skill. This quest is called "Find Pantea's Flute". In order to get this quest you must first complete another quest called "Tending the Flames". Go to Solitude and visit The Bard's College. Speak with Viarmo and ask him about admission into the college. This will start the quest. Once completed you'll be an official member of the Bard's college and will be given The Gift of Gab perk. This is a permanent bonus to your character that makes Speech skill increases 15% faster. You can complete this quest at any level.

Now that you've completed "Tending the Flames" you can now talk to Pantea Ateia and get the quest to find her flute. Once you have completed this quest you will get the following permanent skill increases:

+1 Alteration
+1 Conjuration
+1 Destruction
+1 Illusion
+1 Restoration
+1 Enchanting

Another way to increase your Enchanting skill is to use Trainers. There are only two trainers available: Sergius Turrianus, an Expert trainer, in the College of Winterhold and Hamal, a Master Trainer, in the Temple of Dibella, Markarth. In order to use Hamal you must first complete The Heart of Dibella quest. This quest is actually really good to complete if you are playing a female character. You get a permanent increase to damage you deal to the opposite sex. Given that most enemies are male, this is more useful to female characters than to males.

Now before you start breaking down equipment and building new stuff to level up your Enchanting skill I recommend visiting the Guardian Stones outside of Riverwood and accepting the blessing of the Mage stone. This will increase the level up of your Enchanting by 20%. This helps out a great deal so don't skip out on it.

When you are just starting out in making new equipment you're going to want to make "practice pieces". In other words, things you'll just sell to get rid of. Because at the beginning of enchanting everything will be next to useless to you. Remember all those hide bracers you are making for Smithing? They make the perfect beginner pieces for enchanting.

With the Mage stone's blessing, leveling up your Enchanting skill seems to fly by for me. I had level 100 before I knew it, just by breaking down items and enchanting practice pieces.

But what are all the different kinds of enchantments? Just how many magical properties are out there?

There are 17 weapon enchantments out there, and there are even more for the equipment that you wear. Armor/Clothes/Robes, Bracers/Gloves/Gauntlets, Helmets/Hats, Necklaces/Amulets, Rings, Circlets, Hoods/Cowls, Shoes/Boots, and Shields can all be enchanted. 

When equipping your character you can wear one item for each equipment slot on your character's person. Those slots are as follows: 

Body: Armor, Clothes, or Robes
Hands: Bracers, Gauntlets, or Gloves
Feet: Shoes or Boots
Neck: Necklace or Amulet
Fingers: One Ring (to rule them all...) You can only ever have one ring on.
Shield: You can only ever have one shield equipped at a time.
Head: Circlet, Hood, Cowl, Hat, Mask, or Helmet

Under normal circumstances you can only have one head piece equipped at a time, but there is a glitch in the Xbox 360 version that allows you to wear a Falmer Helmet along with other head pieces. I'm not sure if the same is true with the other versions of Skyrim. I'll cover more about using the Falmer Helmet's glitch to your advantage in a later post.

Now let's talk about Enchantment perks. 

In the Enchantment perk constellation I find the most important path is the one that goes up the middle path. For the very best crafted items you'll want the very first perk, Enchanter, maxed out at 5. This will mean all your new enchantments will be 100% stronger. Going up the center path in the constellation will allow you to make skill, health, magicka, and stamina based enhancements 25% stronger. 

The path on the left side of the constellation makes your elemental resistances on worn equipment and the elemental damage on your weapons stronger. Making resistances stronger is not really an issue. At the end of this tutorial series you'll know how to give yourself 95% magic resistance without these perks. You'll also be able to kill most things in one or two hits. So personally I find this path to be fairly useless at end game.

The path on the right side of the constellation has two perks: Soul Squeezer and Soul Siphon. Because it is so easy to get ahold of soul gems I find these two perks to also be a waste of your precious perk points. You only get so many, after all.
The most important perk in the Enchantment constellation is the last one at level 100: Extra Effect. You can put two magical effects on one item. Can you say "double the potential"? In another post I'll give you some ways to maximize your character's potential by balancing out your enchantments across all of your equipment.

That does it for the Enchanting and Soul Gem portion of my Crafting Guide series. Next up will be Alchemy!

Skyrim Crafting Guide Part 1: Smithing

In Elder Scrolls: Skyrim you'll find lots of cool weapons and armors in various crypts and topside locations across the map, but the absolute BEST equipment is the stuff you can make yourself. The following is a guide to help you along the way, and hopefully it will provide some valuable insight into Skyrim's game mechanics.

If you've been playing Skyrim for any length of time you probably already know a few of these tips, but this post is for those of you who may be just now hopping onto the Skyrim bandwagon. Or perhaps you are returning to the land of Skyrim and need a refresher. Either way, these tips will help you craft the absolute best equipment without using any exploits. This is 100% legit.

The three critical skills you are going to want to be maxed out at level 100 are Alchemy, Smithing, and Enchanting. These three skills when used in the correct combination will allow you to craft the finest weapons and armor the game has to offer. Out of these three possibly the easiest and cheapest to level up is Smithing, so let's start there.

Smithing is considered a Warrior skill. In order to increase this skill as quickly as you can you'll want to activate the Warrior Stone which is one of the three Guardian Stones. These stones are southwest of Riverwood, along the river bank. The path from Riverwood takes you straight to them. The Warrior Stone will increase the rate your smithing skill levels up by 20%, along with all other Warrior skills.

I recommend from the beginning of the game to start working on increasing your Smithing, as well as Alchemy and Enchanting. A good starting point is in the first town you come to in the game following the storyline: Riverwood. If you talk to the Blacksmith named Alvor he will give you a smithing tutorial and free materials to begin your smithing career. You'll get to craft a dagger and helmet for free, upgrade them both, and Alvor will even allow you to keep them afterwards. Most likely you already have better equipment from Helgen, so you can always go immediately sell them at the general store.

If you miss out on this tutorial here's a quick breakdown of how smithing works:

The Forge is used to craft the armors and weapons. When you have the right materials in your inventory you will be able to craft these items to either equip or to sell.

When you gather ores from the various locations around Skyrim you can take them to a Smelter to turn them into Ingots. Ingots are one of the many materials you can use to create armors that contain metal in them. A great way obtain ores is to visit mines and use a Pickaxe to mine out the ores. Occasionally you'll also get gemstones which you can either use to make Jewelry at forges or to sell them. Several NPC's ask you to collect Flawless gemstones, so my suggestion is to hang onto those.

Pelts and Hides can be taken to a Tanning Rack to turn them into Leather and Leather Strips.

The Workbench is used to make shields and armors better. The higher your Smithing skill, the better these items can be improved.

The Grindstone is used to make weapons better. The higher your Smithing skill, the better these items can be improved. 

The Quality of the items is as follows: Fine, Superior, Exquisite, Flawless, Epic, and finally, Legendary. Legendary is the best quality possible, but the values are still dependent upon many factors including any Smithing bonus equipment you are wearing. That will be covered more in later posts.

Depending on your race you may have a racial bonus to Smithing already. The races that give a +5 to Smithing right off the bat are: Nord, Redguard, and Orc.

Another thing you're going to want to do as soon as you hit level 14 is complete the quest Unfathomable Depths. The reward for this quest is a permanent 25% bonus to all heavy and light armors and smithing skill increases 15% faster. This 15% STACKS with the bonus given by the Warrior Stone.

The fastest way to get this quest is to go to Whiterun early in the game and take a carriage ride to Riften. From that point on you'll be able to warp to Riften. I recommend doing this for all the major cities as soon as you can.

To get the quest started, go to the Riften docks after you hit level 14, and you'll see a female Argonian on the piers. She will give you an item called the Lexicon, and this will officially start the quest. The Riften docks are not actually in the city of Riften, but in the overworld of Skyrim right next to Riften the town.

To increase your Smithing level through crafting I recommend making Leather Bracers. These bracers only require 1 leather and 2 leather strips, meaning this piece of armor is the least resource demanding of anything you can craft. It's also pretty easy to acquire these materials. All you need to do is kill the local wildlife: deer, wolves, etc. If you collect their hides and pelts you can take these items to any tanning rack to convert them into leather and leather strips. I find just west of Whiterun is a great place to hunt. There are many elk and deer here along with a few wolves and sabre cats.

I leveled up all the way to 100 just making bracers. Yep, just bracers. I'm not going to lie, the last 10 levels of this skill are agonizing, but it's well worth it in the end.

Another way to increase your Smithing perk is to buy levels in it by visiting a Trainer. The first trainer you can use right off the bat is Ghorza gra-Bagol in Markarth. She's a female orc that can be found at a forge in the outdoor section of Markarth.

After that there's the Expert trainer, Balimund in Riften. He's located at a forge in the very center of town. If you talk to him he'll give you a quest to get Fire Salts for his forge.

There are two master trainers for Smithing in Skyrim, but neither one of them are necessarily easy to access. Eorland Gray-Mane is located at the Skyforge in Whiterun, but in order to use his training you must first be a member of the Companions of Whiterun.

The second Master trainer, Gunmar, can only be used if you have the Dawnguard DLC.He's located in Fort Dawnguard after completing the quest "A New Order".

There are also Skill books throughout the game that increase the related skill by 1 point. I recommend picking these up AFTER you reach Smithing 90 to make those last levels of the Smithing skill a lot easier to come by. The books for Smithing are as follows:

Cherim's Heart of Anequina: The easiest place to acquire this skill book is in the Dawnstar quicksilver mine. This mine has no enemies, so you can just walk in and walk out. Stay on the bottom floor of the mine and look in the East corner. You'll see some rolled up carpets in a box. The book is in the box.

Heavy Armor Forging: The easiest way to get this book is to go to the Whistling Mine located southeast of Winterhold. Just follow the road, and it'll take you right to it. The book is on top of a barrel in the very first room. No hostiles, unless you steal something.

Light Armor Forging: Easiest way to get this book is to go to Lod's House in Falkreath. You'll find it on a barrel downstairs. There's a quest that will take you to Lod's House to steal a letter. You can get this quest from the NPC named Dengeir of Stuhn. He has his own house in Falkreath as well. Doing his quest will unlock another one to destroy a vampire.

The Armorer's Challenge: You can find this book right out in the open if you visit the Skyforge in Whiterun. You don't even need to be a member of the Companions.

The Last Scabbard of Akrash: This is actually a quest item as well as a skill book. Go speak with the Smithing trainer Ghorza gra-Bagol in Markarth. She will give you the quest to find this book for her, and of course you can read it first to increase your skill. This book is also extremely easy to find, right out in the open. 330 ft SSE of Black-Briar Lodge. From the lodge, head East up a small path between the rocks, to the right at the top of the slope, under a shield.

There are also a couple of other quests that reward you with a Smithing level. Once again, I recommend doing these when you're past the Smithing 90 mark. The quests are as follows:

Retrieve Queen Freydis's Sword, an actual sword and not a book, for Oengul War-Anvil (the Blacksmith) in Windhelm.

Retrieve Night Falls on Sentinel for Rustleif, the Blacksmith, in Dawnstar.

Once you are a member of the Bard's College you can complete a quest for Giraud Gemane to get a +1 to all related Warrior skills including Smithing.

In the Smithing perk tree I recommend going up the left side which is specifically for crafting light armors and improving them. In another post I'll explain my thoughts on Light Armor vs. Heavy Armor, but the decision is up to you. Whether or not you go all the way up to the Dragon Smithing perk is totally up to you, but I did this so I could make the Dragonbone weapons, which are even more powerful than Daedric. Please note, however, that you can only craft Dragonbone weapons if you have the Dawnguard DLC.

Finally, the center perk of the Smithing constellation, Arcane Blacksmith, allows you to improve enchanted items. It's completely optional, but it does have its uses. With this perk you'll be able to improve many named magical items including the Daedric artifacts you find.

That concludes the section on Smithing. Next up: Enchanting.

Thursday, August 9, 2012

Skyrim: Patch 1.7 Review

I'm an Xbox 360 gamer, and as many of you know I am DAMN proud of that. That being said, Patch 1.7 went live for us this morning. Though I was really only focused on one aspect of it: Improved Kinect Voice Support. As you probably read in my earlier Skyrim Revisited post, I was extremely disappointed in the Kinect voice recognition.

After downloading the patch this morning I decided to give it another go, and I'm extremely pleased with the results. While it's still not at 100% I've gone from a 75% failure rate to about a 50% failure rate at my commands being recognized.

This means it's still not a viable game play option, but I like the direction it's headed. Hopefully there will continue to be improvement, and one day I will be able to use these commands as they were originally intended. Then I really can tell all those PS3 players where to stick their analog sticks.

For a full list of the patch updates head on over to Neoseeker. It was the only place where I found a complete list.