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You really don't need to spread into other magic or offensive skills. Just those two will carry you through the whole game.
I haven't tried using a controller - it may a good thing to try. I don't think it would be good for me, personally, because I've never played games on a console. I got my wife a Nintendo Switch (eh, that's a lie, I got it for both of us <grin>) and the controller thingies seem a bit alien to me so she kicks my butt on racing games. So far. <another grin - this one a bit evil>
You should invest in some Mavis Beacon, that way you can be a touchy type and negotiate with your Dragon Ball Z(Dragonrend that puppy), i think it's called multi tasking.
Random Quotes:
Remember: "Only you can prevent forest fires".
Remember: "Are you in good hands"?
Remember: "Petco is where your pets go".
Remember: "If i can do it you can do it to".
Remember: Lastly don't forget, "Nationwide is on your side".
1. Yes. But casting soul trap on dead bodies is more effective.
2. Just let your follower and you summon creature do the fight, you just need to hide inside the tower and shot the dragon with the bow.
3. There're more things to do, if you can.
you might be right....the only reason I thought about using a controller is that I am not a touch typest and it can get a little frustrating at timeas in heavy combat situations.. I might try to use mine if I could figure out how it installs and how it works.
I am coming around to your point of view. There are a couple of other skills I like but the two you mention are now at the tip of my list.
Archery
0 - Archery Mastery (2) - Bows and crossbows deal 25/50% more damage./, and critical strikes with bows and crossbows do 2% more critical damage per level of Archery.
20 - Clean Kill - Bows and crossbows deal 20% more damage to a target at full Health.
20 - Wingstrike (2) - Bashing with a bow or crossbow always staggers the target. Bows and crossbows deal 20/40% more damage to that target for 10 seconds.
30 - Long Shot (3) - Bows and crossbows deal up to 40/60/80% more damage to targets beyond 50 feet. The damage bonus increases as distance increases.
30 - Steady Hand (3) - Pressing Block while aiming will zoom in your view/ and slow time by 25/50%.
40 - Crippling Shot - Arrows and bolts slow a target within 25 feet by 10% for 20 seconds. This effect stacks.
40 - Hunter's Discipline - Recover twice as many arrows and bolts from dead bodies.
40 - Thread the Needle (2) - Bows and crossbows ignore 25/50% armor if the target is not moving.
50 - Pinning Shot - Arrows and bolts have a chance to stagger a target within 50 feet. More effective against targets with a lower remaining Health percentage. No effect on massive targets.
50 - Ranger - Can move at full speed with a drawn bow.
70 - Focus on the Prey - Cannot be staggered while holding a drawn bow or reloading a crossbow.
60 - Quick Shot - Can draw a bow or reload a crossbow 30% faster.
60 - Snipe - Shooting targets you haven't shot within the past 10 seconds inflicts a critical strike that deals three times critical damage, and any weapon enchantments applied by the shot are twice as effective.
70 - Ambush Predator - After standing still for 6 seconds with a bow or crossbow out, it does 25% more damage until you move.
70 - Beak and Talon - Your shots disrupt targets within 25 feet, disarming them if they are power attacking and knocking them down if they are staggered.
80 - Hailstorm - Attack 8% faster with bows and crossbows for 10 seconds after shooting a fully drawn bow or crossbow in combat. This effect stacks.
80 - Hawkeye - Grants the "Hawkeye" power. Once a day, slow time and focus on your foes for 10 seconds, looking for opportunities for a killing shot. Finding their vulnerability takes 1 second per 125 Health. Once you do, you may shoot them for an instant kill.
80 - Trick Arrows - Able to upgrade many types of arrows at a forge or anvil, adding a bonus effect (Force, Immolation, Freezing, Grounding, Maze or Death) based on its material.
90 - Hunt Together - When fighting only one enemy, hitting the target with a bow or crossbow manifests a Spirit Wolf for 30 seconds. The wolf deals damage equal to 15% of your current Stamina. This effect has a 30 second cooldown per target.
90 - Lion's Arrow - Grants the "Lion's Arrow" power: use it to store the spell you are dual casting. Shooting a fully drawn bow in combat also releases the stored spell in the direction of the crosshair. Only works with spells that affect other targets.
90 - Three Crows - Shooting a target beyond 25 feet three times in rapid succession, leaving less than 2.75 seconds between each hit, deals bonus damage equal to 15% of the target's current Health (max. 150 damage) and knocks the target to the ground.
100 - Perfect Aim - Bows deal 25% more damage if the shot strikes a target within 2 seconds after the bow is fully drawn. Crossbows deal triple damage to targets with 20% or less Health remaining.
Conjuration
0 - Conjuration Mastery (2) - Cast Conjuration spells for 35/50% less Magicka, and Conjuration spells last 0.5/1% longer per level of Conjuration.
20 - Bone Collector - Find 11 types of bones on humanoid corpses. 4 Bone Altars are marked on the map. At a Bone Altar, convert 1 of each bone into a Skeleton Warrior. Skeletons do not count against your summon limit. Enemies can only temporarily defeat them, not destroy them.
20 - Conjuration Dual Casting - Dual casting a Conjuration spell empowers it, increasing effectiveness and cost.
20 - Mystic Binding - Bound Weapon spells now summon Mystic Weapons which deal more damage.
30 - Dead Tide (2) - Maximum number of Skeletons increased by 1 for each 75/50 points of base Magicka.
30 - Planemeld - Able to summon Daedra and other non-undead minions five times farther away.
30 - Ravenous Dead - Reanimated minions receive a brief burst of strength, dealing 200% extra attack damage for 15 seconds after being reanimated. The level cap of reanimation spells and effects is increased by 1% per level of Conjuration.
30 - Soul Raider - Bound weapons cast Soul Trap on targets for 5 seconds. After trapping 250 souls, all bound weapon perks last twice as long.
40 - Atromancy - Summoned Daedra and other non-undead minions last three times as long (or five times at night).
40 - Barrow Lord - You may give commands to all Skeletons within 150 feet at once, instead of one at a time. Skeletons take 25% less damage from attacks.
40 - Preservation - Summoned and reanimated undead last three times as long (or twenty times if you place Hagraven Feathers into their inventory or use the Dread Zombie or Dead Thrall spells). Reanimated undead also gain 500 armor for 60 seconds after being reanimated.
40 - Rat King - When entering combat, creates 3 undead Skeevers under your control. Their corpses can be raised, but they dissipate when combat ends. Use the "Merciful King" power to temporarily prevent this ability from activating.
40 - Reap and Sow (2) - You loot 60/100% more bones from corpses and recover 50% more/all bones when you destroy a created Skeleton. Created Skeletons last 75/200% longer.
40 - Rend From This World - Bound weapons banish conjured Daedra, turn reanimated undead and deal 100 extra damage to non-conjured Daedra.
40 - Signed in Blood - When a friendly conjured Daedra within 15 feet is below full Health, it absorbs your lifeforce to heal itself, preventing you from regenerating Health but regenerating 10 points per second (increased by 4% of its maximum Health when out of combat).
50 - Edge of Oblivion - You can summon or reanimate 1 additional minion and they last 50% longer. When you do not command a summon or reanimated minion, you lose 250 points of armor and 50% magic resistance.
50 - Pact Magic - Destruction spells and effects are 10% more effective for each friendly conjured Daedra within 30 feet.
50 - Skeleton Mages (2) - Able to create Skeleton Mages (Fire, Frost, Shock/, Poison, Drain Armor, Stagger) at a Bone Altar. /You may choose their element at the time of creation.
50 - Undead Crown - Restores 10 points of Health and Magicka per second to summoned or reanimated undead within 15 feet.
50 - Void Burn - Bound weapons brand victims with unholy energy for 5 seconds, halting Magicka and Stamina regeneration while draining 15 points per second. When both are depleted, the energy starts devouring their flesh, dealing 15 points of magic damage per second.
60 - A Plague Upon Thee - If a reanimated undead is destroyed within 20 seconds, the attacker is stricken with a Daedric disease that deals 40 damage per second for 20 seconds. Those who have this perk are immune.
60 - Conjure Altar - Grants the "Conjure Altar" power. At will, summons a Bone Altar for 60 seconds.
60 - Fire Ritual - Able to ritually burn 1 of each bone at a Bone Altar, strengthening all Skeletons within 150 feet. Lasts until the Skeleton is destroyed and increases weapon damage by 15%, spell damage by 30% and Health by 50 points. This effect stacks.
60 - Hollow Binding - Bound weapons cut through flesh and spirit, reducing magic resistance by 30% for 5 seconds.
60 - Maelstrom - While you charge or concentrate on a spell, friendly conjured Daedra within 30 feet gain 30% extra attack damage.
70 - Corpse Gas - If your reanimated undead is destroyed while on fire within 30 seconds, it explodes, dealing up to 300 points of fire damage to targets without this perk. You deal five times as much fire damage to your reanimated undead.
70 - Dark Whispers - Bound weapons induce a battle rage in their wielder, granting 20% extra attack damage and 100 points of armor rating for 5 seconds when a target is struck.
70 - Elemental Potency - Atronach conjurations now call Potent Atronachs that are higher level and more powerful.
80 - Brand of the Necromancer - Brand a corpse by striking it with a bound weapon or by delivering the killing blow with a bound weapon attack. The brand grants 25% attack damage and 100 points of Health when reanimated or resurrected. Undead and automatons cannot be branded.
80 - Feed the Monster - Able to feed Human Flesh to summoned or reanimated creatures, healing them and increasing Health, Magicka and Stamina by 200 points for 600 seconds. This effect stacks.
80 - Necromaster - Grants finer control over creatures reanimated with powerful reanimation spells (Dread Zombie, Dead Thrall). Able to manipulate their inventory and equip items (if they are humanoid) and they emit a glow when slain that can be seen through walls. The level cap of those spells is also increased by 100%.
80 - Unleash Hell - Conjured Daedra within 75 feet gain additional spells on a 30 second cooldown (Flame Atronach: fire explosion. Frost Atronach: reduced armor/magic resistance curse. Storm Atronach: magnetic knockdown. Dremora: increased attack damage and movement speed).
90 - Covenant of Coldharbour - Hollow Binding reduces magic resistance by an additional 30% if you control a summoned Daedra or other non-undead minion.
90 - Puppet Master - Your created Skeletons take 25% less damage when you are blocking, deal 25% more attack damage when you are attacking, and their spells are 25% more powerful when you are casting a spell.
90 - Shocked to Life - If your reanimated minion is struck by a shock spell within 30 seconds after reanimation completes, it attacks 250% faster and moves 50% faster for 10 seconds. You deal no damage to your reanimated minions with shock spells.
90 - Summon Resist - Friendly conjured Daedra and other non-undead minions within 75 feet gain 50% magic resistance and 300 points of armor.
100 - King of Bones - Assume Control of a Skeleton while becoming invulnerable. The Skeleton does quadruple damage and takes half damage. Unless commanded to remain passive, it automatically attacks foes in range. Lasts up to 45 seconds.
100 - March of Oblivion - You can summon or reanimate 1 additional minion per 250 points of base Magicka, up to 3 additional minions.
Speech
0 - Speech Mastery (2) - Sell items for 10/20% more. Your intimidation attempts are twice/four times as likely to succeed.
20 - And the Universe Listens - Shouting restores points of Health, Magicka and Stamina equal to your shout cooldown in seconds. You gain Speech experience when shouting based on your shout cooldown.
20 - Performer - Grants the "Perform" power. Once a day, play a song to entertain up to five people within 50 feet and collect a donation from each, based on your Speech skill and the amount of gold they are carrying.
30 - Bribery - Can bribe guards to ignore crimes.
30 - Kinship - Buy items for 15% less when trading with the same race.
30 - Irresistible Dance - Can Perform in combat to force the two nearest enemy people within 100 feet to dance spellbound, preventing them from acting and reducing their armor skills by 50 levels. Use again to stop.
30 - Serenade - Performing to members of the opposite sex yields twice as much gold and potentially small items.
40 - Business Relation - Create a bond with the next merchant you speak with. Buy items for 30% less from that specific merchant.
40 - Encore - Able to Perform multiple times per day.
40 - Golden Fiddle - Irresistible Dance now also forces daedra, undead and animals to listen spellbound.
40 - Windborne - Shouting summons up a divine wind, granting 30% extra attack damage and 15% increased movement speed for 15 seconds. This effect stacks.
50 - Force Redoubled (2) - 25/50% chance to reduce the cooldown of any shout to 3 seconds.
50 - Salesman - Can sell any type of item to any kind of merchant.
50 - Speak with Animals - Can Activate animals to tame them, forcing them to follow you anywhere you go and fight for you until released. You can only have one Wild Companion at a time. Use the "Release Companion" power to release your Wild Companion.
60 - Earthquake Drum - Can Perform in combat to unleash shockwaves. Each drumbeat deals 50 points of damage to nearby enemies within 30 feet. Use again to stop.
60 - Hurricane Force - Shouts that affect others are 1% more powerful per level of Speech.
60 - Investor - Can invest 500 gold with a shopkeeper to increase his or her available gold by 500 permanently.
70 - Fence - Can barter stolen goods with any merchant.
70 - Horn of Sovngarde (2) - Grants the "Horn of Sovngarde" power. Once a day, blow a horn to call the nearest three friendly people (except followers) within 200 feet to follow you for 600 seconds/one ingame day.
70 - Thu'um of War - Your shouts stagger nearby enemies within 25 feet, reducing armor rating by 300 points for 10 seconds and knocking enemies below 25% Health to the ground.
80 - Gift of Kynareth - Improves your Wild Companion. Wolves gain 100% extra attack damage. Spiders gain magic immunity. Bears gain 150 points of Health. Chaurus gain 300 points of armor. Saber cats gain 40% movement speed and move silently.
80 - Merciless Storm - Grants the "Merciless Storm" power. Once a day, cancels an active shout cooldown, allowing you to shout again immediately afterwards.
80 - Witching Rhythm - Earthquake Drum deals 50% more damage. Each beat of Earthquake Drum also briefly reduces the magic resistance of affected enemies by 200% for 0.4 seconds.
90 - Lord of the Dance - Irresistible Dance can affect up to five enemies.
90 - War Drummer - Each beat of Earthquake Drum also heals nearby allies by up to 20 points based on their missing Health percentage, and grants them 100% extra attack damage for 0.4 seconds.
90 - Trade Prince - Every merchant in the world gains 1000 gold for bartering.
100 - Dovahzulaan - For 120 seconds after using Merciless Storm, any shout you use also carries the previous shout.
I agree with you however I am not ywt willing to take up MODing not till I at least finish 1 game without MOD's
I am trying to get the blade and restore the Kilkreath shrine and have NEVER been able to do it except on Lev. 1 (SIGH). The bad dude is bad enough but all them ghosts...I promised myself I would ask you guys before trying it on lev 1 (AGAIN)
I gather by reading the above post that he is try to sell me on the gereatness of the bow and all them MOD's. I have told myself that I would get a game finished WITHOUT MODs before trying any
It's actually a tough fight. It unlocks at character level 12, which actually sets it closer to level 20 in difficulty.
You could simply wait until you're stronger. You could also try killing Malkoran FIRST and then moving around the room picking off the shades. Bring a solid tanky companion too.
What are you talking about the level 1 thing?