Useful Info 1.0

#1theonyxphoenixPosted 10/19/2012 7:59:12 AM(edited)
Here is information collected from useful threads all in one place.
Please don't post until the end. Credits include in no particular order:
jammymacster, IamI3rian, Xydru, Rayzorium, obishawn, Cast_Supremacy, casimirney, and many other contributors and testers.

Contents

- MAXIMIZING
1m. Magicka Regeneration
2m. Magicka Resistance - No perks
3m. Unarmed Damage
4m. Armor Cap - Minimum Perks
5m. Armor Cap - No Smithing
6m. Armor Cap - Mage Armor
7m. Reaching the Block cap
8m. Fortify Speechcraft vs Fortify Barter

- USEFUL CHARTS
1e. Enchantment Values Per Perk
2e. Reader Achievement List
3e. Exterior Word Walls
4e. Good Equipment Obtainable Early
5e. Hearthfire Alchemist's Handbook
6e. How Smithing Works
7e. Rare Apothecary Satchel Locations

- PERK INTERACTIONS
1p. Necromage
2p. Dragon Shout


- USEFUL LINKS

--------1m. Magicka Regeneration--------

Master Robes...............150%(187%)
Ring of Recovery...........100%(125%)
Morokei Dragon Priest Mask 100%(125%)
The Apprentice Stone.......100%(125%)
Restoration Perk: Recovery.50%(62%)
Elsweyr Fondue.............25%(31%)
Amulet of Akatosh..........25%(31%)
Blessing of Akatosh........10%(12%)


Total 560% (698%)

*Magicka Regeneration Rate Value: 3% out of combat, 1% during combat.
Total regen/sec = [Maximum Magicka]*[regen rate value/100]*[magicka regen boost%/100]

Comparing Combat Regen with Ring of Recovery vs Ring of the Erudite
Ring of the Erudite Value 5% in combat, 1.6% during combat (5.5, 1.8)

Example: 500 magicka, Vampire/Necromage, All available items:
Ring of Recovery (+100% Regen) 500 * .01 *6.98 = 34/sec
Ring of Erudite (+100 Magicka, Increase MRegen) 600 * .01 * 1.8 * 5.73 = 61/sec


Minimum Magicka Investment 100 base + 100 (Elswyr Fondue) + 100 (Ring of Erudite) still gives you 30/second.

(Numbers) indicate a PC Vampire with the Necromage Perk. Being both a vampire and having the Necromage perk (regardless of order obtained) must happen first and it will provide a +25% bonus.

--------2m. Magicka Resistance - No Perks--------

Any race can come within 1% of the magicka resistance cap of 85% with no perks by shopping around for magicka resist items. Remember Vampire Necromage values x1.25. Bretons can eliminate of of these items due to their 25% inherent magicka resistance.

Ring of Nullification.........22%
Necklace of Nullification.....22%
Lord Stone....................25%
Agent of Mara.................15%


Total: 84%

--------3m. Unarmed Damage--------

Without using the Fortify Restoration Loop, the maximum damage you can achieve is 100 for a Vampire/Necromage Khajiit and requires the following process:

- Alchemist 5/5, Physician, Benefactor, Enchanter 5/5, Insightful Enchanter, Necromage
- 100 Enchanting skill, 100 Alchemy skill
- (7)Filled Grand Soul Gems, (1)Falmer Helmet, (1)Circlet, (1)Necklace, (2)Gauntlets, (2)Rings
- (1)Abecean Longfin, (1)Salt Pile, (1)Enchanter's Elixir, (1)Snowberries, (1)Spriggan Sap

The method:
1. Drink Enchanter's Elixir
2. Enchant 5 pieces of Fortify Alchemy Equip (Ring, Gauntlet, Circlet, Falmer Helmet, Necklace)
3. Equip Fortify Alchemy Gear
4. Make Fortify Restoration Potion
5. Unequip/Reequip Fortify Alchemy Gear
6. Make a Fortify Enchanting Potion
7. Drink Fortify Enchanting Potion
8. Make Fortify Unarmed Gauntlet and Ring

don't post yet
#2theonyxphoenix(Topic Creator)Posted 10/19/2012 8:39:48 AM
- Results
Khajiit (With template)
Base (Argonian: 10, other races: 4)..10
Khajiit (other races: 0).............12
Daedric Gloves with Fists of Steel...18(22)
Fortify Unarmed Gauntlet Enchantment 14(28)
Fortify Unarmed Ring.................14(28)


10+12+18+14+14 = 68
(10+12+22+28+28=100)


If you have Dawnguard you can forego enchanting and use the Ring of the Beast (+20 unarmed) as it works in all forms and for all races.

Base (Argonian: 10, other races: 4)..10
Khajiit (other races: 0).............12
Daedric Gloves with Fists of Steel...18(22)
Gloves of the Pugilist.............. 10(12)
Ring of the Beast....................20(25)


10+12+18+10+20 = 70
(10+12+22+12+25 = 81)


--------4m. Armor Cap - Minimum Perks--------

With Enchanting and Alchemy it is easy to hit the armor cap, but what about those who don't want to bother with all of the crafting skills? Well, any armor can reach the cap with just perks in Smithing. Here are different materials and the perks necessary to reach the cap. Those that are very close to the cap are indicated with the armor value.

Template: 100 smithing, 100 armor skill, Ancient Knowledge, Blacksmith's Elixir, Shield.
*Ancient Falmer is available in Dawnguard and must include an Elven Helm and Shield since the set has no helm and shield of it's own, but is tempered using the Elven Smithing Perk


Material: Smithing Perks: Armor Perks: Well/Custom Fit: Matching Set:Perks

Steel....1:3:Y:N:5
Dwarven..2:2:Y:N:5 (566)
Elven....2:3:Y:N:6
Orcish...3:2:Y:N:6
Glass....4:1:Y:Y:7
Ebony....4:1:Y:N:6 (555)
Daedric..5:1:Y:N:7
A Falmer.2:1:Y:Y:5


* If removing the shield you will require 1 additional perk to hit the cap
* Using Ebonyflesh you can reduce the need for up to 2 perks
* The Lord Stone can eliminate the need for 1 perk


--------5m. Armor Cap - No Smithing--------

Now what if you don't want to be bothered with any crafting, including smithing? Well, there are two ways to go about it. Having high Conjuration to use the Atronach Forge...or buying Glass equipment from merchants at higher levels. Ebony Boots are substituted for Daedric Boots because the Daedric Boots crafted at the forge are unusable by the player. Of course this includes Ancient Knowledge and 100 armor skill and shield.

Daedric. 0:5:Y:Y:8 (558 or 470 w/no shield)
Glass....0:5:Y:Y:7 (438 or 372 w/no shield)


* Daedric needs an extra perk because of Tower of Strength
* Using flesh spells can add 40/60/80/100 armor
* Lord Stone adds 50 to your armor rating


--------5m. Armor Cap -Mage Armor--------

What about if you don't care for traditional armor but want to focus on Alteration. Well the most you can achieve is 300 with Mage Armor 3/3 and Ebonyflesh unless you use the Master Spell Dragonhide which automatically sets the 80% resistance cap (but that's no fun). There are pieces of armor that you can equip that do not inhibit the Mage Armor perks from working. Those are:

- Diadem of the Savant
- Amulet of Articulation
- Fine Armguards
- General Tullius' Armor
- Locket of Saint Jiub DG

With General Tullius' Armor, Fine Armguards, Diadem of the Savant, Amulet of Articulation, Steel Shield, Ebonyflesh, 3/3 Mage Armor, 100 smithing, 100 heavy armor, Juggernaut 5/5 = 590. While not wearing boots the armor cap is 592.

Total Perks: 10

don't post yet
#3theonyxphoenix(Topic Creator)Posted 10/19/2012 9:15:10 AM
--------7m. Reaching the Block Cap--------

Blocking used to be calculated (and detailed by pms00 on his Youtube channel) as:

With 0 skill or perks:

Daedric Shield.53% damage resist
All Weapons....42% damage resist
Iron Shield....50% damage resist

With 100 blocking:

Daedric Shield. 63% damage resist
All Weapons.... 60% damage resist
Iron Shield.....56% damage resist


After testing this is found to not be the case any longer (as of what patch is unknown since this hasn't been brought in to question until 1.7). The block cap is still 85% and reduces the damage that has already been reduced by armor damage reduction. All weapons (and torches) regardless of type or size block the same. Here are the blocking damage reduction for shields and weapons per perk investment in Shield Wall. Note: 100 Block Skill.

Shield no armor...47:52:54:58:62
Weapons no armor. 44:49:53:57:61
Shield and armor. 45:50:52:56:63
Weapons and armor 43:50:52:59:63


Now the final results are pretty much the same, but remember the first numbers are with no perks. It was assumed that with each perk in Shield Wall you would increase the damage resistance and that Daedric Shields and weapons could reach the cap with 4/5 in Shield Wall. As we can see that is not the case.

All weapons and shields block for 40% without perks. Each perk in Shield Wall acts as a Fortify Block +10% enchantment. As you can see you need around a 22-24% Fortify Block enchantment to reach the cap..

Weapons block just as well as shields but do not benefit from Arrow Deflection, Elemental Protection. Shield Charge can be used with a two-handed weapon, 1-handed weapon with shield, or 1-handed weapon with an empty left hand. With a shield you can press block and then begin running. With weapons you need to sprint first and then rapidly press block as you approach the enemy. The charge seems to work momentarily when you begin and stop blocking.

Another shield tidbit: sneak, hold down block, then sprint and you can sprint indefinitely when using a shield.

--------8m. Fortify Speechcraft vs Fortify Barter--------

Fortify Speechcraft and Fortify Barter are not the same thing. Fortify Speechcraft has a cap whereas Fortify Barter does not. Speechcraft just adds to your speech skill and is capped at 100. Fortify Barter acts as a multiplier and is much more beneficial. There are ways too boost these to hit the trading cap of 95% (i.e. selling an item gets you 95% return on the value)

Boosting Speechcraft
Blessing of Dibella.+10
Gift of Charity.....+10
Amulet of Dibella...+15


As you can see...you only need a 65 in Speechcraft to hit the cap.

Boosting Barter
Mask of Clavicus Vile.20
Guild Master's Hood...20 (can be worn together)
Cicero's Clothes......20
Amulet of Zenithar....10


That is figures as x1.7 to the price modifier.

0 skill/no perks, the final price factor is .......................3.3
0 skill/no perks with all Fortify Persuasion buffs.................2.845
0 skill/no perks with with Blessing of Dibella and Gift of Charity 3.04
100 skill/no perks, the final price factor is......................2.00
100 skill/all perks the final price factor is......................1.42857


Selling Total Price = Value/Price Factor * Price Modifier
Buying Total Price = Value * Price Factor * Price Modifier

don't post yet
#4theonyxphoenix(Topic Creator)Posted 10/19/2012 9:26:54 AM
So with the boosting templates and selling a 100g value item the return you would get is:

0 skill and no perks....................30
0 skill, no perks, w/Fortify Persuasion.35
0 skill, no perks, w/Fortify Barter.....51
100 skill, no perks.....................50
100 skill, no perks, w/Fortify Barter...85


Obviously you can see that Fortify Barter is point-for-point better for trading. You can get approximately a 55% return with 0 skill and no perks if you use Blessing of Dibella, Gift of Charity, and the Barter Equips.

--------1e. Enchantment Values per Perk--------

With a Grand Soul Gem
(x1.25) with Enchanter's Elixir factored last
(x1.25)Equipped value for Necromage Vampire
Max#Equips:Base:100 Enchanting:Enchanter 1/5:2/5:3/5:4/5:5/5

SKILL
Additional multiplier: Insightful Enchanter (x1.25)
(5)Alchemy.........08:10:12:14:16:18:20
(5)Archery.........13:16:19:22:26:29:32
(1)Barter..........08:10:12:14:16:18:20
(4)Block...........13:16:19:22:26:29:32
(4)Heavy Armor.....08:10:12:14:16:18:20
(4)Light Armor.....08:10:12:14:16:18:20
(5)Lockpicking.....13:16:19:22:26:29:32
(4)One-handed......13:16:19:22:26:29:32
(4)Pickpocket......13:16:19:22:26:29:32
(4)Smithing........08:10:12:14:16:18:20
(4)Sneak...........13:16:19:22:26:29:32
(4)Two-Handed......13:16:19:22:26:29:32


FORTIFY
Additional Multiplier: Corpus Enchanter (x1.25)
(5)Magicka.........20:25:30:35:40:45:50
(4)Regen Magicka...20:25:30:35:40:45:50
(4)Health..........20:25:30:35:40:45:50
(3)Regen Health....10:12:15:17:20:22:25
(4)Stamina.........20:25:30:35:40:45:50
(3)Regen Stamina...10:12:15:17:20:22:25


RESIST
*Fire, Frost, or Storm Enchanter (x1.25)
(4)Fire*...........15:18:22:26:30:33:37
(4)Frost*..........15:18:22:26:30:33:37
(4)Disease.........25:31:37:43:50:56:62
(3)Magic...........08:10:12:14:16:18:20
(3)Magic**.........10:12:15:17:20:22:25
(4)Poison..........15:18:22:26:30:33:37
(4)Shock*..........15:18:22:26:30:33:37


**enchantment unique to the Shield of Solitude
Both magic resist enchants can be on the same item


OTHER
(4)Carry Weight....15:18:22:26:30:33:37
(4)Fortify School..08:10:12:14:16:18:20
(1)F.School/Regen..05:06:07:08:10:11:12
(2)Fortify Unarmed.05:06:07:08:10:11:12
(1)Muffle................ -n/a-
(3)Waterbreathing........ -n/a-


the magicka regen on F.School/Regen is always 10%
Fortify unarmed is affected by Insightful Enchanter


ABSORB
Health.............16:20:24:28:32:36:40
Magicka*...........20:24:30:34:40:44:50
Stamina*...........20:24:30:34:40:44:50

There are two of these enchantments so it can be applied twice

DAMAGE
Fire...............10:24:30:34:40:44:50
Frost..............10:24:30:34:40:44:50
Huntsman...........03:06:08:10:12:12:14
Magicka............15:36:44:52:60:66:74
Shock..............10:24:30:34:40:44:50
Silent Moon*.......10:24:30:34:40:44:50
Stamina............15:36:44:52:60:66:74

*Silent Moon is bugged and has no effect.

with Fire, Frost, Shock Enchanter + Augment Perks
Fire...............10:35:49:30:57:64:71
Frost..............10:35:49:30:57:64:71
Shock..............10:35:49:30:57:64:71
Stamina*...........15:53:64:75:86:96:107

Damage Stamina is affected by Fire Enchanter and Augment Fire

don't post yet
#5theonyxphoenix(Topic Creator)Posted 10/19/2012 9:30:39 AM
REPEL
Banish.............10:24:30:34:40:44:50
Fear...............10:24:30:34:40:44:50
Turn Undead........10:24:30:34:40:44:50


APPLY EFFECT
Paralyze...........02:04:06:06:08:08:10
Soul Trap..........04:08:12:12:16:16:20
Fiery Soul.........05:12:14:16:20:22:24


--------2e. Reader Achievement List--------

The Reader achievement requires you to obtain 50 of the 90 skill books.
These are spread throughout Skyrim in houses, dungeons, and other
miscellaneous places which can make tracking them down seem daunting.
In fact, you can find 50 skill books just by thoroughly exploring the
major cities.

WHITERUN
A Game at Dinner................Honningbrew Meadery (upstairs)
Herbalist's Guide to Skyrim.....Arcadia's Cauldron
The Black Arrow, v2.............The Drunken Huntsman (under the counter)
The Marksmanship Lesson.........Jorrvaskr (Aela's room)
Song Of Hrormir.................Jorrvaskr (Basement- end of hall)
Hallgerd's Tale.................Jorrvaskr (Table in the main hall)
Death Blow of Abernanit.........Whiterun Catacombs
Enchanter's Primer..............Carlotta Valentia's House (bedroom floor)
Before the Ages of Man..........Dragonsreach (Jarl's Quarters)
Withershins.....................Temple of Kynareth
The Armorer's Challenge.........The Skyforge
Biography of the Wolf Queen.....Belethor's General Store
Battle of Sancre Tor............House of Clan Battle-Born


SOLITUDE
The Gold Ribbon of Merit........Fletcher
The Refugees....................Blacksmith (Upstairs bedroom on a shelf)
The Buying Game.................Bard's College (Classroom)
Catalog of Weapon Enchantments..Castle Dour (Emperor's Tower)
The Rear Guard..................Castle Dour (Downstairs)
Biography of the Wolf Queen*....Blue Palace (Jarl's Bedroom)
Song Of Hrormir*................Jala's House


DAWNSTAR
2920, Hearth Fire, v9...........Mortar and Pestle
The Art of War Magic............The White Hall
The Wolf Queen, v1..............Dawnstar Jail
The Importance of Where.........Brina's House


WINTERHOLD
Breathing Water.................Kaldar's House
Mystery of Talara, v3...........Birna's Oddments (Upstairs)
Twin Secrets....................Jarl's Longhouse (Jarl's bedroom in a basket)
The Exodus......................The Frozen Hearth (Cellar- west wall)


MORTHAL
Catalogue of Armor Enchantments.Falion's House
2920, Rain's Hand, v4...........Falion's House
2920, MidYear, v6...............Guardhouse (Behind the barrel by the fireplace)
The Locked Room.................Highmoon Hall (Upstairs right room)
2920, Morning Star, v1..........Jorgen and Lami's House
Aevar Stone-Singer..............Thonnir's House
Racial Phylogeny................Moorside Inn (in a basket)
Response to Bero's Speech.......Taumaturgist's Hut


MARKARTH
Herbalist's Guide to Skyrim*....The Hag's Cure
Daughter of the Niben...........Understone Keep (on a table near the throne)
Vernaccus and Bourlor...........The Treasury House (main room -left side ledge)
The Warrior's Charge............Understone Keep (Jarl's Quarters)
2920, Sun's Dawn, v2............Temple of Dibella
Mystery of Talara, Part 4.......Nepo's House (Northeast Bedroom)
Ice and Chitin..................Guard Tower (NE corner)
The Importance of Where*........Guard Tower (north room)
A Dance in Fire, v7.............Arnleif & Sons Trading Company
2920, Rain's Hand, v4*..........Hall of the Dead


don't post yet
#6theonyxphoenix(Topic Creator)Posted 10/19/2012 9:45:23 AM
FALKREATH
Guide to Better Thieving........Jarl's Longhouse
Racial Phylogeny*...............Corpselight Farm
De Rerum Dirennis...............Grave Concoctions
The Doors of Oblivion...........Hall of the Dead
The Black Arts On Trial.........Falkreath Jail
Light Armor Forging.............Lod's House (basement)
A Dance in Fire, v6.............Dead Man's Drink (under the counter)
The Legendary Sancre Tor........Falkreath Barracks


WINDHELM
A Game at Dinner*...............New Gnisis Cornerclub
The Red Kitchen Reader..........New Gnisis Cornerclub (under the stairs)
2920, Frostfall, v10............Belyn Hlaalu's House (upstairs behind dresser)
A Hypothetical Treachery........Arentino Residence (behind bookshelf)
The Knights of the Nine.........Palace of the Kings (upstairs, 1st room on left)
The Black Arts On Trial*........The White Phial
2920, Second Seed, v5...........Sadri's Used Wares (under the counter)
Thief...........................Argonian Assemblage


RIFTEN
Advances in Lockpicking.........Sewer
Surfeit of Thieves..............Mistveil Keep (Jarl's Chambers)
Beggar..........................Haelga's Bunkhouse (upstairs counter)
Purloined Shadows...............Honorhall Orphanage (Constance's Room)
The Armorer's Challenge*........The Scorched Hammer (near the safe)
Reality & Other Falsehoods......Marise Aravel's House
Words and Philosophy............Mistveil Keep Barracks (SW corner, 2nd Floor)


--------3e. Exterior Word Walls--------
Animal Allegience.Ancient's Ascent.....MTS SW of Helgen
Animal Allegience.Ysgramor's Tomb......NW of Winterhold
Aura Whisper....Northwind Summit.....NW of Riften
Disarm.........Eldersblood Peak.....S. of Morthal
Dismay.........Lost Tongue Overlook.S. of Riften
Dismay.........Shalidor's Maze......Labyrinthian
Drain Vitality.....Arcwind Point........S. of Ivarstead
Elemental Fury...Dragontooth Crater...N. of Karthwasten
Elemental Fury...Shriekwind Bastin....N. of Falkreath (mountain climbing)
Elemental Fury...Statue to Meridia....SW of Solitude
Fire Breath......Throat of the World..Throat of the World (mountain climbing)
Frost Breath.....Bonestrewn Crest.....S. of Windhelm
Ice Form........Mount Anthor.........SW of Winterhold
Marked for Death.Autumnwatch Tower....S. of Ivarstead
Marked for Death.DB Sanctuary.........W of Falkreath
Storm Call.......Forelhost............SE of Riften
Throw Voice.....Shearpoint...........E of Whiterun
Whirlwind Sprint..Volskygge............W. of Solitude

--------4e. Good Equipment Obtainable Early--------

Here is a list of items available without level requirements. Some of
these items are easily obtained, others are not (Longhammer). Power/Armor
is listed in parenthesis. Items listed have the most armor or the most
base damage available.

don't post yet
#7theonyxphoenix(Topic Creator)Posted 10/19/2012 9:53:34 AM
Valuable Enchantments
Steel Battleaxe of Fiery Souls..Ironbind Barrow


Spell Tomes
Heal Other......................Labyrinthian Shalidor's Maze
Raise Zombie....................Fellglow Keep
Bound Bow.......................Fort Amol Prison
Clarivoyance....................Embershard Mine
Transmute Ore...................Halted Stream Camp


Staves
Staff of Paralysis..............Snapleg Cave
Staff of Jyrik Gauldurson.......Saarthal
Staff of Magelight..............Labyrinthian
Staff of Fireballs..............Labyrinthian
Staff of Repulsion..............Labyrinthian
Staff of Arcane Authority.......Winterhold Inn: Same as Staff of Fear
Staff of Frost Atronach.........Archmage's Quarters


Daggers
Blade of Woe (12)...............Abandoned Shack: Absorb 10 Health
Skyforge Steel (8)..............Whiterun
Bloodthorn (5) .................Hag's End: Soul trap
Valdr's Lucky Dagger (5)........Moss Mother Cavern: +25% critical


Swords
Skyforge Steel Sword (11).......Whiterun
Scimitar (11)...................North shoreline near Dawnstar
Bolar's Oathblade (11)..........Bloated Man's Grotto: Fear + Stamina 25
Red Eagle's Bane (11)...........Rebel's Cairn: Turn Undead + Fire
Eduj (11).......................Volenruud: 10 pts frost + slow
Elven Sword (11)................Whiterun: Case near Jarl's Bedroom


Maces
Elven (13)......................Markarth: Kill Oidolemar
Mace of Molag Bal (16)..........Markarth: Soul Trap, Sta/Mag dmg


Axes
Skyforge Steel (12).............Whiterun
Okin (12).......................Volenruud: + 10 pts frost + slow


2 Handed Axes
Skyforge Steel (21).............Whiterun


2 Handed Swords
Skyforge Steel (20).............Whiterun


Hammers
Longhammer (21).................Liar's Retreat: Fastest Hammer
Trollsbane (22).................Cradle Stone Tower: + 15 to trolls


Shields
Targe of the Blooded (20).......Alftand
Aela's Shield (24)..............Whiterun
Orcish Shield (30)..............Largashbur


Helmets
Jagged Crown (26)...............Korvanjund: Can be worn with circlet
Novice Hood.....................Helgen, College of Winterhold
Orcish Helmet (20)..............Largashbur
Diadem of the Savant............Froki's Shack: -5% spell cost


Armor
Orcish Armor (40)...............Largashbur
Orcish Boots (15)...............Largashbur
Novice Robes of Destruction.....College of Winterhold
Thalmor Robes...................Shrine of Talos N of Helgen


Bows
Elven (13)......................Jorrvaskr: Aela's Room
Ebony Bow (17)..................Lost Valkygg (Held by Draugr Deathlord)


Boots
Predator's Grace................Hag's End: (100% Muffle)
Shock Resistant Boots...........Archmage's Quarters: 40% Resist Shock


--------5e. Hearthfire Alchemists' Handbook--------

Here is a handy list of potions (and required ingredients) that can be made using the DLC Hearthfire. All of the ingredients listed can be planted either outside in the garden or in the constructed greenhouse wing.

don't post yet
#8theonyxphoenix(Topic Creator)Posted 10/19/2012 9:58:45 AM
Regularly spawning non-planted ingredients appearing in the greenhouse: Hanging Moss, a bird's nest with a Pine Thrush Egg. Bee hive (which has a graphical glitch but can be found if you look at the ceiling from the entrance to the greenhouse). This contains bees, honeycomb, and beehive husk. Torchbugs and butterflies also spawn.

Whenever the fish hatchery restocks it also spawns dragonflies. You can also get slaughterfish eggs by putting some in the hatchery creating slaughterfish nests. For slaughterfish scales you must shoot the slaughterfish themselves from the shore (I used Flame Breath).

The tanning rack outside of Lakeview Manor has butterflies and, at night, torchbugs and luna moths.

Damage Health-River Betty, Deathbell, Imp Stool, Nightshade, Red Mountain Flower
Damage Magicka Regen- Blue Mountain Flower, Nightshade
Damage Stamina- Blisterwort, Canis Root, Cyrodilic Spadetail
Damage Stamina Regen- Creep Cluster, Frost Mirriam, Histcarp, Silverside Perch, Wheat
Fear- Cyrodilic Spadetail, Namira's Rot
Fortify Alteration- Grass Pod, River Betty
Fortify Barter - Dragon's Tongue, Tundra Cotton
Fortify Block - Bleeding Crown, Tundra Cotton, Slaughterfish Scales
Fortify Carry Weight - Creep Cluster, River Betty, Scaly Pholiota
Fortify Conjuration - Blue Mountain Flower, Lavender
Fortify Destruction - Glowing Mushroom, Nightshade
Fortify Health - Blue Mountain Flower, Glowing Mushroom, Wheat
Fortify Heavy Armor - Thistle Branch, White Cap, Slaughterfish Scales
Fortify Illusion - Mora Tapinella, Scaly Pholiota, Dragon's Tongue
Fortify Magicka - Histcarp, Jazbay Grapes, Red Mountain Flower, Tundra Cotton
Fortify Marksman - Canis Root, Juniper Berries
Fortify Restoration - Abecean Longfin, Cyrodilic Spadetail
Fortify Smithing - Blisterwort, Glowing Mushroom
Fortify Sneak - Abecean Longfin, Frost Mirriam, Purple Mountain Flower
Fortify Two-handed - Dragon's Tongue, Fly Amanita
Frenzy - Blisterwort, Fly Amanita
Lingering Damage Health - Imp Stool, Mora Tapinella, Slaughterfish Scales
Lingering Damage Magicka - Purple Mountain Flower, Swamp Fungal Pod, Wheat
Paralysis - Canis Root, Imp Stool, Swamp Fungal Pod
Ravage Health - Cyrodilic Spadetail, Giant Lichen, Jazbay Grapes
Ravage Magicka - Frost Mirriam, Grass Pod, Lavender, Red Mountain Flower, White Cap
Ravage Stamina - Deathbell, Thistle Branch
Regenerate Health - Juniper Berries, Namira's Rot
Regenerate Stamina - Fly Amanita, Mora Tapinella, Scaly Pholiota
Resist Fire - Dragon's Tongue, Snowberries
Resist Frost - Frost Mirriam, Purple Mountain Flower, Silverside Perch, Slaughterfish Scales, Snowberries, Thistle Branch
Resist Magic - Lavender, Tundra Cotton
Resist Poison - Grass Pod, Thistle Branch
Resist Shock - Glowing Mushroom, Snowberries, Swamp Fungal Pod
Restore Health - Blue Mountain Flower, Swamp Fungal Pod, Wheat, Blisterwort, Imp Stool
Restore Magicka - Creep Cluster, Giant Lichen, Grass Pod, Mora Tapinella, Red Mountain Flower, White Cap
Restore Stamina- Histcarp, Purple Mountain Flower, Silverside Perch
Slow- Deathbell, River Betty
Weakness to Fire - Bleeding Crown, Juniper Berries
Weakness to Frost - Abecean Longfin, White Cap
Weakness to Magic - Creep Cluster, Jazbay Grapes, Scaly Pholiota
Weakness to Poison - Abecean Longfin, Bleeding Crown, Deathbell, Giant Lichen

With the non-grown ingredients you can also create the following:
Damage Magicka - Hanging Moss, Butterfly Wing, Luna Moth Wing, Namira's Rot
Fortify Enchanting - Blue Butterfly Wing, Snowberries
Fortify Lockpicking - Pine Thrush Egg, Namira's Rot
Fortify One-Handed - Hanging Moss, Canis Root
Fortify Pickpocket - Slaughterfish Egg, Blue Dartwing, Orange Dartwing
Fortify Stamina - Slaughterfish Egg, Torchbug Thorax, Lavender
Lingering Damage Stamina - Nightshade, Butterfly Wing

don't post yet
#9theonyxphoenix(Topic Creator)Posted 10/19/2012 10:11:52 AM
--------6e. How Smithing Works-------

Smithing enchantments and potions work to increase your base skill level. The list below shows what smithing skill value is required to reach each tier of improvement and what bonus are applied to the weapon/armor. For example if you have 87 skill and a 37% enchantment you will 119 skill (87*1.37).

Level..Skill with perk: Skill without Perk / +Base Weapon Dmg -- + Armor

Fine........: 14 : 14 / +01 -- +2
Superior....: 22 : 31 / +03 -- +6
Exquisite...: 40 : 65 / +05 -- +10
Flawless....: 57 : 100/ +06 -- +13
Epic........: 74 : 134/ +08 -- +17
Legendary...: 91 : 168/ +10 -- +20
Legendary2..: 108 : 203/ +12 -- +24
Legendary3..: 125 : 237/ +14 -- +28
Legendary4..: 143 : 271/ +15 -- +31
Legendary5..: 160 : 305/ +17 -- +35
Legendary6..: 177 : 339/ +19 -- +38
Legendary7..: 194/ +21 -- +42
Legendary8..: 211/ +23 -- +46
Legendary9..: 228/ +24 -- +49
Legendary10 : 246/ +26 -- +53
Legendary11 : 263/ +28 -- +56
Legendary12 : 280/ +30 -- +60
Legendary13 : 297/ +32 -- +64
Legendary14 : 314/ +33 -- +67
Legendary15 : 331/ +35 -- +71


--------7e. Rare Apothecary Satchel Locations-------

Most alchemy items can be purchased from a merchant. Some more items are added to their inventory when you take the Merchant Perk. Some, like Human Flesh and Human Heart can only be found. Here is a list of all the known (so far) rare satchel locations. They will always contain 3 items, one of which is categorized as rare. The rare ingredients are:

Briar Heart, Daedra Heart, Deathbell, Fire Salts, Frost Salts, Giant's Toe, Hargraven Claw, Hargraven Feathers, Human Flesh, Human Heart, Ice Wraith Teeth, Imp Stool, Jazbay Grapes, Nightshade, Nimroot, Vampire Dust, and Void Salts.

Locations

Clearpine Pond
Hillgrund's Tomb
Sinderion's Field Laboratory
Saarthal
Tower of Mzark
Nightcaller Temple
W. of Roadside Ruins
Nchuand-Zel Quarters (behind a locked gate)
Lost Valley Redoubt (near Bard's Leap Summit)
Hag Rock Redoubt
Cragwallow Slope
N. of Sarthaal (Island with Talos Shrine)
Chillwind Depths

--------1p. Necromage-------

The perk Necromage increases the effectiveness of spells and effects used against undead. The best use of this, however, comes about when the PC is undead via becoming a vampire. It increases spells and effects by 25%. Note that this also improves the enchantments equipped by 25%. I also included a list of effects on the Standing Stones as well.

Alteration..........Atronach.absorption 30% -> 37.5%
Alteration..........Magic Resistance....30% -> 37.5%
Archery.............Steady Hand*........bugged if taken after Necromage
Archery.............Power Shot..........Stagger .25 -> .31
Archery.............Quick Shot..........Weapon Speed +130% -> 163%
Block...............Quick Reflexes
Heavy Armor.........Fists of Steel
Light Armor.........Windwalker..........Stamina Regen 7.5% -> 8.125%
One handed..........Dual Flurry.........Weapon speed +135 -> +169.
Pickpocket..........Extra Pockets.......Carry Capacity 100 -> 125
Restoration.........Avoid Death.........Recovers 250 health ->312 Health
Restoration.........Recover.............Regeneration 50% -> 62%

Alchemy, Enchanting, Smithing, Speech, Two Handed: No perks affected.


don't post yet
#10theonyxphoenix(Topic Creator)Posted 10/19/2012 10:22:53 AM(edited)
Apprentice Stone....Regeneration.......100% -> 125%
Apprentice Stone....Weakness to Magic 100% -> 125%
Atronach Stone......Absorption..........50% -> 62%
Atronach Stone......Magicka.............50 -> 62
Atronach Stone......Regenerate Magicka.-50% -> -62%
Lady Stone..........Regenerate Health...25% -> 31%
Lady Stone..........Regenerate Stamina..25% -> 31%
Lord Stone..........Armor...............50 -> 62
Lord Stone..........Magicka Resistance..25% -> 31%
Steed Stone.........Carry Weight.......100 -> 125


-------- 2p. Dragon Shouts --------

Here is a list of all of the Dragon Shouts how they are affected by certain perks (or if at all).

Animal Allegiance
PERKS: None
- UESP says that it is limited to level 20
- affects all animals regardless of level. Also includes chaurus, trolls, etc.
- additional words affects distance of influence

Become Ethereal
PERKS: Necromage, increases duration

Elemental Fury
PERKS: Necromage - increase speed of attack

Fire Breath
PERKS: Augment Fire, NOT affected by Intense Flame

Frost Breath
PERKS: Augment Frost, NOT affected by Deep Freeze

Slow Time
PERKS: Stability, Necromage - both increase duration

Soul Tear
PERKS: Necromancy, Dark Souls, Twin Souls

Storm Call
PERKS: Augment Shock, NOT affected by Disintegrate

Summon Durnehviir
PERKS: Necromancy, Dark Souls, Twin Souls

-------- USEFUL LINKS --------

Great themed character builds
http://theskyrimblog.ning.com/profile/Ponty

Complete Character Design Freedom Guide
http://forums.bethsoft.com/topic/1333470-complete-character-design-freedom-damage-resist-caps-and-ridiculous-damage-thread-9/
Helpful technical info about reaching damage and armor maximums with all crafting skills

pms00 Youtube Channel
http://www.youtube.com/user/pms00?feature=results_main
Many useful in-depth guides and tutorials

Skyrim Followers Document
https://docs.google.com/spreadsheet/lv?key=0Aly8njaU3H1adGJYTlJaUnRxRUN2RnM5MkxPaU1mQkE&toomany=true
A spreadsheet showing all of the followers and their skill levels as well as their health, magicka, and stamina at maximum level

How to Become a Lore Buff
http://forums.bethsoft.com/topic/1112211-how-to-become-a-lore-buff/
Detailed information on the fictional world of Tamriel

Famous Faces of Skyrim
http://www.truancyfactory.com/mods/skyrim/skyrim_characters.html
How to recreate the people of Skyrim with face sliders

Tamriel Rebuilt Name Generator
http://tamriel-rebuilt.org/?p=modding_data/ngen
Generates names based on race and gender.

Skyrim Perk Calculator
http://www.skyrimcalculator.com/
Plan out your perks for your build before actually taking them.

~End~