Sunday, July 20, 2014
Wednesday, July 16, 2014
Blackreach or Bust
Blackreach: Under Alftand
Once you beat the Dwarven Centurion located at the end of the ruins of Alftand, you will come across a table like structure that has an activate command hovering over it. You CAN NOT activate the stand with out the sphere structure that you get from Septimus Signus. He also gives you a blank lexicon for when you're on the Elder Scroll quest line. Upon reaching Blackreach, directly in front of you will be Sinderion's workshop. Now, if you've played oblivion before, you will recognize the name Sinderion because he gave you the quest of gathering nirnroot for his experiments. It seems that even in death he has you gathering nirnroot but this time its a special breed of nirnroot called Crimson Nirnroot. After searching his workshop you will find his journal in which you get a quest where you find 30 Crimson Nirnroot all throughout Blackreach. The journal will explain what to do with them. Before you go searching for the nirnroot, know this, I spent three or more hours searching for them and only came up with 29.
After leaving his workshop you go about exploring Blackreach, if you so choose. Falmer are all over the place, along with frostbite spiders, and Dwarven Centurions. However, the Centurions will not be a problem as long as you don't pull the lever next to them. There are many buildings you can search while in Blackreach, most of which are booby trapped or infested with enemies. Once you reach the tower of Mzark, at the very top you will find about four or five stands of buttons. First, place the blank lexicon in the receptacle, then push the button on the far right continuously until the next button turns blue, do this foreache button until the elderscroll is revealed. Take it from the stand along with the lexicon which is no longer blank and go into the lift which is right below the stairs with the buttons. It will take you back out to skyrim, significantly farther away from Alftand.
Once you beat the Dwarven Centurion located at the end of the ruins of Alftand, you will come across a table like structure that has an activate command hovering over it. You CAN NOT activate the stand with out the sphere structure that you get from Septimus Signus. He also gives you a blank lexicon for when you're on the Elder Scroll quest line. Upon reaching Blackreach, directly in front of you will be Sinderion's workshop. Now, if you've played oblivion before, you will recognize the name Sinderion because he gave you the quest of gathering nirnroot for his experiments. It seems that even in death he has you gathering nirnroot but this time its a special breed of nirnroot called Crimson Nirnroot. After searching his workshop you will find his journal in which you get a quest where you find 30 Crimson Nirnroot all throughout Blackreach. The journal will explain what to do with them. Before you go searching for the nirnroot, know this, I spent three or more hours searching for them and only came up with 29.
After leaving his workshop you go about exploring Blackreach, if you so choose. Falmer are all over the place, along with frostbite spiders, and Dwarven Centurions. However, the Centurions will not be a problem as long as you don't pull the lever next to them. There are many buildings you can search while in Blackreach, most of which are booby trapped or infested with enemies. Once you reach the tower of Mzark, at the very top you will find about four or five stands of buttons. First, place the blank lexicon in the receptacle, then push the button on the far right continuously until the next button turns blue, do this foreache button until the elderscroll is revealed. Take it from the stand along with the lexicon which is no longer blank and go into the lift which is right below the stairs with the buttons. It will take you back out to skyrim, significantly farther away from Alftand.
Monday, July 14, 2014
Raising Your Carry Weight
Need Something to Help You Carry more?
Enchantments
When i first started playing Skyrim I was always finding myself over encumbered and it sucked. I was running back and forth to my house in White Run putting non-essentials into chest and then continuing on my way. If you are like me and hate unnecessary fast traveling because of all the time wasted loading, then you need an alternative. My alternative came when I was looting the merchant stands in Riften and came across the hide boots of lifting and after a while I had an epiphany, I could disenchant them and craft other items with the fortify carry weight enchantment. This ranged from rings, necklaces, boots, armor, hats, gloves, just about anything you can wear.The Steed Stone
"Those under the sign of The Steed can carry more and do not suffer a movement penalty from armor."
The Steed Stone is a standing stone located at the top of a cliff to the northwest of Solitude, East of Fort Hraggstad, near Ironback Hideout. Activating the Steed Stone will obviously remove any effects from other standing stones and increases carry weight by a hundred. It also makes worn armor weightless.
Multiple Followers
It is true, in fact, I use Marcurio and the male Dark Brotherhood initiate as my followers. Marcurio can be found at the Bee and Barb in Riften and two Dark Brotherhood initiates are usable after you complete the majority of the Dark Brotherhood quest line. Now use of multiple followers isn't possible without following the instructions provided here: the multiple followers glitch. At some point your followers may start fighting each other and if they do I recommend fast traveling somewhere, that should stop the fighting. Also having to many followers can be a problem because they can get in your way, i.e. doorways, in front of chests, etc. that's why I stick to two. Back to the carry weight problem, with more followers you have more people to share your inventory with so you can carry much more and can take it back whenever you need.
If anyone has more suggestions for carry weight solutions, feel free to comment, but don't be an ass or a troll
Saturday, July 12, 2014
Helgen: Creating your character
Race Selection
When starting Skyrim the first decision you make, which has the longest effect on your game, is your character creation. There are ten base races to choose from.
- Argonian- Your Argonian blood is 50% resistant to disease, constant. Water breathing ability. Histskin greater power, Invoke the power of the Hist to recover health ten times faster for 60 seconds, once per day.
- Breton- Breton blood grants a 25% resistance to magic, constant. Dragonskin greater power, absorb 50% of the magicka from hostile spells for 60 seconds, once per day.
- Dark Elf(Dunmer)- Your Dunmer blood gives you 50% resistance to fire, constant. Ancestor's Wrath greater power, for 60 seconds, opponents that get too close take 8 points per second of fire damage, once per day.
- High Elf(Altmer)- High Elves are born with 50 extra magicka, constant. Highborn greater power, regenerate magicka faster for 60 seconds, once per day.Also their base magicka Regeneration is increased by 25 points for 60 seconds. Best choice for a mage.
- Imperial- Imperial Luck ability, 100% chance of 2-10 extra gold in all chests that normally contain gold, as well as to the corpses of various gold-dropping enemies, such as bandits, dragons, draugr, Falmer, Forsworn, giants, and rieklings. Voice of the Emperor greater power, calms nearby people for 60 seconds, once per day.
- Khajiit- Claws ability, Khajiit claws do 12 points of damage in addition to their base damage value of 10 points for unarmed combat. Eye of Night lesser power, improved night vision for 60 seconds, multiple times per day. Also make great thieves by being naturally stealthy.
- Nord- Resist Frost ability, your Nord blood gives you 50% resistance to Frost, constant. Battle Cry greater power, targets flee for 30 seconds, once per day
- Orc- Berserker Rage greater power, you take half damage and do double damage for 60 seconds, once per day.
- Redguard- Resist Poison ability, your Redguard blood gives you 50% resistance to poison, constant. Adrenaline Rush greater power, stamina regenerates 10x faster for 60 seconds, once per day.
- Wood Elf(Bosmer)- Resist Disease and Poison ability, your Bosmer blood gives you 50% resistance to poison and disease, constant. Command Animal greater power, make an animal an ally for 60 seconds, once per day.
Subscribe to:
Posts (Atom)