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Elder Scrolls
Here they are, in order from number 1 to number 3, whatever that means: 1. When your Mercantile skill reaches 50, some merchants will have new unique magic items to sell you. For example, the Birthright of Astalon becomes available from Claudette Perrick in the Imperial City, providing a nice boost to agility (+5) and magicka (+50). The skill description forgot to mention this nice perk! Until now, I've been ignoring Mercantile because it takes forever to level up. Now I'm starting to warm up to it. 2. Illusion skills that claim to have a max level do not become obsolete for high level characters. For example, the best Command Creature spell says that it affects creatures of levels 25 or lower. In fact, Command Creature 25 pts will work on creatures of any level, as long as your spell effectiveness is 100%. Go ahead and command that level 45 Minotaur Lord to fight for you. The key for high-level illusionists is to wear no armor to keep that spell effectiveness maxed. 3. This one might have been obvious to others, but I just figured it out... *blush* When crafting potions with the Alchemy skill, you can use the "View All" button to add reagents that don't match others in the potion. In this way you can use four components, such that there are two pairs of components independently adding effects to the potion. It's like crafting two separate potions into one. For example, for a journeyman alchemist to create a potion with both Fortify Strength and Fortify Endurance, you can use these four components: Monkshood Root Pulp + Blackberry (fortify endurance), Arrowroot + Root Pulp (fortify strength). You may end up using more components this way, but it allows you to get effects that are otherwise impossible to combine in a single potion. ![]() I've got a sudden urge to create an illusionist/alchemist/merchant... |
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