Enchant, Alchemy, and Armorer Skills (As well as a few hints)

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Zaxsta
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Enchant, Alchemy, and Armorer Skills (As well as a few hints)

Post by Zaxsta »

Hey guys, I have a few questions about the three tradeskills or creation skills or whatever u wanna call 'ems. Oh, and a few tips for anyone that wants them (skip to bottom for tips). Oh yeah, one last thing. Whoever wrote that tip on skill gaining...thanks a ton, now I can finally get my char to increase in INT, tho I'm gonna have to remake him for the 3rd damn time...grrr. I'm talking about whoever originally posted that for how much you gain in a skill between levels you recieve 1/2 that amount of a modifier in that skills base attribute. It helps alot. Oh and I discovered something important for you (whoever found that out), skip to the tips section to see it.
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Alchemy - OK, I know how to use it and how to mix things and stuff, but what's with all the different types of tools you can use? I mean, I use a mortar and pestle, but what do alembics, carcinators (or something like that), and one more (can't remember its name) do? Do they do different things or work better than a mortar and pestle? Don't get it... :(

Enchant - I've been able to trap monsters in their appropriate soul gems, but how do I open the enchant Item interface? Like, I got bunches of crystals but nuttin to do with them, I wanna enchant my helmet so that it casts Fortify Strength but I wanna do it myself, not with the help of that expensive and stupid enchanter. Surely there's a way to do this, otherwise, why would you have the enchant skill? Seems useless to put in the game if the only time you use it is to recharge or use magic items.

Armorer - I know how to use this skill, and repair stuff quite often. I like the way they have it set up only, can you craft Armor and stuff using this skill? It would really rock if you could, although from what I understand the only way you can make custom stuff is to buy it from the store then enchant it (which, once you think about it, isn't really item creation but magic item creation).
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*Tips Section*

I found that a good place to raise your Acrobatics skill is in the first town, near the shop where you buy everthing. There is a little raised wooden dock thing that allows you to get to the shop in the middle of town, and if you did not notice, it promptly ends when it reaches the door to the shop on the other side of the building. Since your acrobatics skill increases more and more the higher you jump or jump off of something, this is an ideal place to jump. Just run off the dock-path thing to the shop and take a flying leap just as you hit the edge, and you get some pretty damn good acrobatics gain. You should jump off the side that faces a little stream that feeds into the ocean. The ocean should be to your left, and the bridge to your right (once you've jumped off) that leads over the stream. At 20 acrobatics, it still raises my acro skill 7/100 points every jump I take.

***BTW THE FOLLOWING IS 100% THEORY, NOT PROVEN***
You can get a mod higher than +5, if you want. Just raise and raise your skill until it has been raised 12 points (if it says you should rest and meditate on what you have learned, ignore it and keep raising the skill). Even though you should've rested and gained a lvl, you'll get higher than a +5.

Last tip is good for conjurers wanting to gain a lvl or three really quick. It should work at all levels, but summon a creature you think you can handle pretty easily (if you were to engage in combat with it). Buff yourself, quaff some potions, or do your pre-battle rituals before you summon, because right after you summon immeadiatly attack the summoned creature. It gets you some skills gain as the battle lasts as long as the spell is cast, and if you try really hard you can get quite a bit of gain, actually.
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Whew I am a blabber mouth. Later.
Do not fear Patryn, Krisach has been summoned to help and will not harm you. - Keeper of Chronicles

No, I am your father. - Darth Vader *NOT* "Luke I am your father." That line was never said in the movie.
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Post by preiter »

I think that x5 is the top multiplier you can have. I was in a long, long hand to hand fight that raised my skill over 21 points. At the end of the level I only had an x5 multiplier.
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Post by THE JAKER »

hey Zaksta glad I could help with the characteristic multiplier thing. I posted that on another board - RPGDot.com which is a good board but slowed down to all hell right now like the official forums BTW. Someone pointed out that the modifiers are a little more complex than I thought. I cant remember but the lower multipliers do not follow the idea I posted only the higher ones. doesn't matter to me because I am only interest in the 5x :D

I haven't worked much with the alchemy or enchanter stuff yet, although on my current character I picked Enchanting as a primary skill and Alchemy as a secondary so I could really delve later in the game when I have the resources. I just checked the character - to open the Enchant interface, 'equip' the charged soul gem like you would a weapon or armor or the alchemy tools: drop it on your little character in the inventory screen. A box comes up -

Do you want to:
Enchant an item
Recharge an Enchanted Item

And there ya go :)
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Post by Tackon D'wall »

Let's start out with Alchemy... read the book, it's in there what all the alchemy items do for potions you make.

Now with enchanting I think you just have to equip the soulgem. (not totally sure about this though) My only experience with trying to soultrap was on an NPC in town and I guess you can't soultrap an NPC :(

The thing with training acrobats is quite simply to jump around 24/7 everywhere you go. I try not to raise it more than 5 points per level though to get the most bonus outta it every level.
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Post by THE JAKER »

Ok I just made an enchanted item - my enchant skill is 30 (primary skill), I used the petty souljem (rat) you can "get" from the mage guild enchanter girl. I enchanted my iron shortsword, it gave me ten charges but I enchanted it to do 1-8 fire and 1-8 lightning which ended up using 3 charges per hit. Still it was hella funny watching 3 rats explode from my first enchanted item :D

I got 22 percent of the way towards improving the skill too which seems pretty cool.
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Post by Tackon D'wall »

My question is can you further enchant an already enchanted item?
I have as a minor enchant and I'd like to further enchant my paralzation shortsword so it will hit and do a little extra damage.
Of couse mine will be electric based since Dunmer's get 75% fire resistance
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Post by Zaxsta »

Alchemy and Thanx

OK, thanx for the help guys, that's about all I needa know. Oh and for the acrobatics skill, I know that jumping around raises it, but you can gain skill REALLY fast when you are jumping off that walkway into the stream below. Then you just run back up the walkway again (jumping as much as possible on the way there) and leap off again, it gets you tons of skill gain. Thanx for the mod info (that 6x or +6 mod is impossible) and you're welcome (in reply to you saying thank you to me). Lesse, oh ya, and I'm at school right now, so I don't have the manual...anyone have a link to a txt/doc or website that has the a copy of the manual? Oh and one more thing. I have run into troubles creating my own Birth Signs and Races in the form of unique abilities. I can't add or subtract any unique abilities to certain Birthsigns/Races with TES Construction Set, which poses a serious problem for customized games. I mean, I can alter each race's starting attributes and skill bonuses, but under the unique skills (like bretons having a 50% resistance to magic, or Nordics having Frost Immunity, etc.) I can't add anything. I just click the cells and nothing happens. Any help would rock, and text copy of the manual would be awesome, too. Thanks for da help guys.
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Post by Tackon D'wall »

Alchemy Apparatus:
Mortar & Pestal - required to mix a potions
Retort - Increases magnitude and durtion of + effects
Alembic - Decreases magnitude and duration of - effects
Calcinator - Increases magnitude and duration period (+ or -)
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Post by fable »

Originally posted by Tackon D'wall
My question is can you further enchant an already enchanted item?
I have as a minor enchant and I'd like to further enchant my paralzation shortsword so it will hit and do a little extra damage.
Of couse mine will be electric based since Dunmer's get 75% fire resistance


You can't enchant something that's permanantly enchanted. But if the enchant has limited charges, it becomes ordinary at the end of that time and can be enchanted.
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Post by Tackon D'wall »

My shortsword does have limited charges but it recharges itself.
I haven't come across anything so far that doesn't have a limited # of charges but once charges run out for me I just have to wait a little time and the charges come back.
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Post by fable »

@Tackon, there are one-charge items, and you can enchant 'em, too. But most enchanted items (like yours) act like magicka wells, containing a base amount of charges that renew themselves after being unused for a while.
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