![]() I also carry light gloves (0.5 weight) enchanted for archery, as well as an appropriate ring and necklace (from archery set). Helm is always enchanted with archery and water breathing, just in case. I usually have one full set of armor enchanted for either 1h or 2h weapon. I think that 2 suits and maybe some additional rings/gloves/boots are much more than enough. You can't carry everything with you, so plan your actions. I also have to note about weight of items. In cities i usually swapping to Carry more auxiliary suit, or to some mage stuff to cast some neutral spells like Candlelight while walking around. I'm not really suggesting to stick to them - just note that they are most useful at general walk around, where are still enemies around. As an alternative, you may try to use health enhancements, but they are not really needed from the second third of game, when you have enough food, potions and spells already.Ĥ other items might be from Archer, Claymore or Clickmore set - depending from your playstyle and weapon of choice. Shield (not really needed) = Fortify block + Resist magic (you may swap Block with Resist Shock, if you're a mage with shield)Īs of main armor piece, you gotta choose from magic school enhancement (I suggest to take Destruction + Destruction&Magicka regen) or simple Stamina enhancement (look at Roadrunner set), if you don't like magic. Ring = 1 hand + Block (or health regen, enhance your top spell school, or mana regen - all depends from your style) Gloves = Fortify 1 hand + Block (or enchance armor of your choice, if you haven't mastered it yet)īoots = 1 hand + Stamina regen (or muffle, if you're a sneaky backstabber) Clickmore set (two 1h weapons, shield+1h weapon, shield+spell, spell+1h weapon) Ring = 2 hands + Stamina boost (or health regen, carryweight, armor boost)Ĩ. Gloves = Fortify 2 hand + block (or carryweight, armor bonus - whatever)īoots = 2 hands + Stamina regen (no muffle for berserk) Ring = Archery + Stamina (or sneak, or whatever) Necklace = Archery + Stamina Regen (you really need Stamina with bow for scoping) Helm = Archery + Sneak (or carryweight, waterbreathing, lockpicking - whatever, if you need it) That double enchant "enhance mage school+mana regen", which can be combined with simple "enhance mage school" - is so powerful, that levelling at magic with them goes literally in seconds.Ĭombat sets archery is good enough even with lightweight items, melee is best with sturdy armor of your choice however, I strongly suggest to use different body armor (garment) pieces for every school, to maximize effects on spells. Some people are suggesting that you don't need to spend hat, ring and necklace for every magic school - you may combine them by two. Necklace = Alteration (or any other school) + Fortify magicka (or fortify any 2nd magic school) Hat, Ring = Alteration (or any other school) + Magicka regen Robe = Fortify Alteration (or other magic school) + Fortify Alteration(or other magic school)&Magicka regen (yes, double bonus for given magic school, to lower the numbers of using mana even more - that's much more useful than quicker mana recovering) ![]() Alteration (Conjuration, Illusion, Restoration, Destruction) set Magic - all schools are the same in terms of equipment, except I prefer to use Destro with armor, as a part of attacking set, while others are just for quick levelling, so, simple (lightweight) garment is enough for themĥ. Necklace (Very optional, as there are many much more useful enchants for necklace slot) = Stamina + Stamina regen Happy miner, or Roadrunner set - for those who prefer to running around without using magicĪrmor = Fortify Stamina + Fortify Stamina regenīoots = Stamina regen + Muffle (or sneak, or stamina) Gloves, ring, necklace = Fortify pickpocket + Fortify sneakīoots = Pickpocket + Muffle (or fortify sneak, if you haven't found muffle item yet)Ĥ. Thief set - useful early on, when your pickpocket skill is low Ring = carry weight + unarmed (or anything else)ģ. Necklace = carry weight + barter (or anything else) Gloves = carry weight + unarmed (or lockpicking, or archery - up to your needs)īoots = carry weight + muffle (sneak as early alternative) Therefore, second enchantment there is better to be something that is not totally useless, but not worth place in your major armor set. Carry more (aka Dwemer dweller set) - obvious second set, which is useful on the last stage of clearing dungeons aka "swoop it all". Master gloves, master ring, master necklace = Fortify Alchemy + Fortify SmithingĢ. Master apron (or whatever cloth you like) = Fortify smithing + stamina regen (again, second enchant is whatever, really) Master hat = Fortify alchemy + whatever (I suggest lockpicking, or waterbreathing) Master set - the most obvious, you'll create some on your way to enhance 3 crafting professions: Simply useful - usually enchanted with lightweight items: boots of 0, gloves and hats of 0.5, and garment of 1 unit of weight.ġ.
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