Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thanks
You could still use Fortify Skill potions to do more damage/sneak better/whatever if that's your cup of tea too. Some of the combined effects of potions and poisons (especially) can be interesting to use.
But since that sort of need doesn't come up often, I also don't like to carry many healing potions. The White Phial was a very welcome solution for me.
You'd be very wrong on that score. While it wouldn't make sense to carry around poisons that are geared to all sorts of different situations, there are a few outstanding ones that will make a big difference in your battles. For instance, combine either Swamp Fungal Pod or Canis Root with Imp Stool and River Betty and you will have a poison that can paralyze almost any creature in the game for several seconds, and deal a fairly significant amount of damage to your enemy at the same time. The game sometimes becomes too easy once I get my Hearthfire homes up and running and I'm able to have a regular supply of that particular poison.