Game Breaker/Video Games/Role-Playing Game/The Elder Scrolls: Difference between revisions

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== Daggerfall ==
 
* ''[[The Elder Scrolls]]: Daggerfall'' suffered from ridiculous balance issues. On one end of the scale, being a [[What Were You Thinking?|thief]] makes the game ridiculously difficult, which is the only way to cripple your character. On the other extreme, the entire world is offered to you on a silver platter to break as you like, including:
** Getting loans from a bank. Banks give out loans to a maximum of [Player Level x 50,000] gold, with no collateral required up front. There are 43 provinces, and each one is completely independent of each other, and only 3 are actually essential to the plot. Take out a loan from some banks out in the boondocks when you're level 3, and go off and buy yourself a house in your home province. You'll never feel the repercussions, and even if you did return to the boondocks, the guards will never arrest you for it. This says nothing of what you can do if you decide to take out the loans at level 10 instead.
** The Unlock spell doesn't check lock strength when the player is in an outdoor area, so you can cast a 1% Chance Unlock spell and it'll always work on any door if you're outdoors. Combine that with how shoplifting is possible by just walking into a shop after hours, and you can rob the entire city blind. All shops restock every day. This makes it easy to make hundreds of thousands of gold in only a few real life hours of work.
** The player is given the SpellMaker ability immediately after joining the Mage's Guild. Spells are formed with incrementing formulas: for example, Spell Damage is [X + Y(per level)]. The player can make a nuke spell with damage of [1 + 15(per level)], meaning that if the player is level 6, the nuke will do 90 damage per shot (enough to kill anything that breathes), yet still have a reasonable casting cost.
** The player's attack speed is determined by the Speed stat. Increase it to 100, and monsters literally cannot melee you. You'll swing fast enough that they'll always get knocked back out of range.
** The Character Creation is far more flexible than in the game's sequels. A character can choose permanent spell absorption from the start of the game, as well as a bunch of other super-powered abilities, with no drawbacks if the player decides (although it'll take longer to level up if the player only stacks good attributes). Create a spellcaster with permanent spell absorption, SpellMake an ''area-affecting nuke'' and cast it wherever you go. ''As long as the nuke hits you, you'll regenerate the spell points back and can cast it immediately again;'' you can chain-nuke your way through any monster in the game. Note also that spell-casting is instantaneous, so if your fingers don't get tired, you can cast a permanent everything-destroying nuke forcefield around yourself as you explore a dungeon. (Sometimes the spell absorption breaks itself and [[Hoist Byby His Own Petard|you stop absorbing anything, leading to a horrifying suicide.]])
** Furthermore, if the player enchants an item with a casting skill bonus that raises said skill over 100, spells associated with that particular magic can become several magnitudes more powerful. Simply breaking the regular one-hundred skill maximum, the player is capable of crafting a spell that deals hundreds or even thousands of points of damage all with a cost of 5 MP or less (usually 1-5% of total MP).
* The Ring of Hircine. Normally, a werewolf character has to murder at least one civilian per month or suffer a ''massive'' stat and health penalty. However, with the ring, not only is this disadvantage nullified, but you get to keep all the bonuses of being a werewolf with literally ''none'' of the drawbacks (so long as you remember not to shift when in public, of course). And to top it all off, getting the Ring is fairly simple once you know where to find a Witch or Warlock Coven and have the necessary funds.
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*** The Healthdrainer: drain health 100 for 2-3 seconds (doesn't really matter). Weakness to magic 100 for 6 seconds. Soul Trap.
*** The Sleepgiver: drain fatigue 100 for 2-3 seconds (as above). Weakness to magic 100 for 6 seconds. Soul Trap.
**** The Healthdrainer (dagger) hits about twice a second (daggers are the fastest melee weapon). So the first hit, they lose 100 health. The next (due to weakness to magic) 200, the next: 400, then 800, then 1600, then 3200 (then, if you want 6400, then if you are sadistic 12800). Then the soul can be used, with Azura's star, to recharge the weapon. And now you can [[Did You Just Punch Out Cthulhu?|kill Mehrunes Dagon]] (only 10000 health). That's not supposed to be possible.
**** The Sleepgiver (dagger) is the same as the Healthdrainer, but deals the damage to the fatigue of the target. Resulting in the target being knocked out as long as you want to attack. Allowing you to "kill" quest characters about to betray you easily: stun 'em, steal from them (unconscious=instant pickpocket success), then 'talk' to them. They'll betray you in dialogue. Then you slash them to pieces using the Healthdrainer while they can't get upright.
**** Note that all of those are completely nullified by Resist Magicka and/or Spell Absorption at 100%. No wonder there's no multiplayer; everyone would be completely invincible against player attack, unless they die from trap or lava damage.
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** "A Silent Death": As above, but enchant with Silence. All mages instantly lose their ability to do anything that can harm you.
* Unlock spells. Get your alteration skill to at least expert level. Make a spell that opens very hard locks. You will never, ever need lockpicks again (Save for one of S'Krivva's Thieves Guild quests). Combine this with the 100% chameleon suit, add equipment, spells, and potions that do feather, and you can rob a whole city blind. If you use this to steal stuff for the Thieves Guild, the world is your oyster and you can access missions right away by selling all your stolen goods to just one fence.
* The Atronach birthsign gives you the highest magicka bonus of all birthsigns plus 50% spell absorption at the expense of not being able to regenerate your magicka reserves. Combine this with playing an Altmer (Highest starting magicka out of all the playable races). Stack more spell absorption via enchanted items (The Amulet of Absorption, Magebane Greaves, Greaves of Purity, Sorcerer's Ring, and Mankar Camoran's robe (Provided you get it at level 20) are all good items for this, or wait until you're level 17 to close Oblivion gates and keep save-scumming until you get sigil stones that have 15% spell absorption and enchant other items with them; if you don't want to keep closing gates to get copies of such sigil stones honestly, you can always just get one and [http://www.uesp.net/wiki/Oblivion:Exploitable_Glitches#Duplication_Glitches clone it with the Skull of Corruption or scrolls]) and you will completely offset your Stunted Magicka birthsign effect. Enemies will be unable to kill you as spells and magic weapons will only refill your magicka (High Elves have a weakness against fire, frost, and shock, which is easily remedied with 100% Spell Absorption), so all the game can do is hit you with normal weapons. And if that was not enough, due to an oversight, Spell Absorption works on your own Telekinesis spells. Now the amount of Magicka absorbed is equal to the cost of the spell at skill level 33. This means that if your Mysticism level is above that, you actually absorb more Magicka than is costs you to cast the spell, by the time you master Mysticism, this is ''five times'' the amount of Magicka. This makes your Stunted Magicka completely meaningless, as you can replenish your Magicka in a few seconds. [[MinmaxersMinmaxer's Delight]] indeed.
* And then there's a trick called "Burning" or "Ripping" using the duplication glitch twice, wearing 1 or an equitable item with a Stat boost will force the item off of you, without taking the boost, noticed this when I was duping Spell Drinkers amulet's, and seeing as you can make Stat Boosting items yourself...
 
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** The developers did see this as a potential, and thus even with max enchanting and alchemy skills, as well as all the perks, you can only ever get a modest improvement over both, even if you try to pingpong the effect, as it hits a cap. However, if you drink a Restoration Potion (which marginally boosts both skills), this cap is broken and the pingponging can begin. Because of the ludicrous amounts this can reach, it can literally break the game due to how high the numbers go, and after a certain point (it will never stop) the game simply cannot comprehend the numbers and would just crash.
* Enchantments on armor can reduce the cost of spells of a given school. These enchants stack additively, and several of them (or just one using the pingponging trick above) can be combined to exceed 100%, making any spell of a given school free.
* Enchanting is, in general, broken as hell, especially when you start busting out the perks. Two in particular make for some very interesting results - Soul Siphon actually recharges your weapon's power a little when you kill an enemy, so if you have a weapon that has hundreds of charges (Which at level 100 Enchanting, is a 30 damage fire enchant, which is pretty damn powerful) - Running out of charge is practically impossible. However, on the other end of the spectrum, you have Extra Enchant - [[Exactly What It Says Onon the Tin|which allows you to put two enchantments on a single weapon.]] This can branch off in two ways - You can make a sword which does hideous amounts in the form of a 30 Fire Damage and Frost Damage for example, but this eats through it's power pretty quickly. However, you can also enchant a different sword with elemental damage and soul trap, which gives you a steady supply of soul power to feed your more powerful weapon. And of course, this is assuming you HAVEN'T used the pingpong trick to make these enchants even more beastly.
** Even better, Enchanting can make it easier to use abilities you had neglected for much of the game: you can drop your casting cost for any one (or two, with 100 enchantment) to zero, make your sneak skill much more effective (with muffle enchantments, you make zero noise, even in heavy armor, and sneak boosts make you harder to see), you can boost the damage for a weapon type (neglected your archery? You can make your bow attacks +100% stronger, or any other weapon). You can make lockpick much simpler. Boost your armor to +100% effectiveness. The only stat enchanting can't raise to gamebreaking levels is hand to hand and, well, enchantment, but it already does that by existing. Which is a good thing, because if you want to reach the level cap of 80-81, you'll need to raise every skill to 100, which gets more difficult the further you go.
*** While enchantment can't raise your hand-to-hand skill, it can affect it indirectly. If you enchant an item to have ludicrous amounts of Fortify Smithing using one of the methods described on this page, you can improve your weapon at a grindstone so much to get one-hit kills on bosses and giants. You can improve your bow to shoot a dragon dead out of the sky as well.
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* Being an Orc is, in many ways, a serious [[Game Breaker]] for melee characters. How? Let us count the ways.
** First, an orc has one racial ability, but it is so game breaking that the developers did not need to give the orcs any other abilities: Berserk. Take half damage, deal double damage, for 60 seconds. You can kill a LOT of enemies in 60 seconds, or one really powerful enemy. As long as you are quick enough, once a dragon lands, an orc can deal 50% of a dragon's health before it can take off, which will cause the dragon to be grounded. From there, you can finish it off without worrying about it taking off and attacking from the air.
** Second, the freedom to immediately enter orc strongholds. Gloombound mine is the has a the largest number of ebony veins anywhere, and ebony is the material needed to make two of the strongest armors in the game, and you have to enter the orc stronghold that guards it before you can enter. An orc can walk right in with a pickaxe and mine every ore vein in the place, resulting in 10-15 ingots worth each trip. AndAdditionally, the mines regularly regenerate their stock. Even before you reach 80 smithing, allowing you to make armor and weapons with it, the ingots do sell quite well. Once you reach 80 smithing, you can easily make Ebony armor and weapons for your own use or for selling. It's free money.
** Three, the innate bonuses to smithing and enchanting. Using the Warrior stone to boost your experience growth, and orc has a faster and easier time maxing out his enchanting and smithing skills than any other race.
*** Putting these three advantages together, an orc can reach lvl 80 smithing very quickly, make ebony armor for himself very quickly, and use enchanting and smithing to make them very powerful very quickly. Normally, you'd have to be lvl 30 before you could even get ebony equipment in shops. With a training regimen focused on smithing, you can get Ebony gear before you are lvl '''20''', and it will only improve from there.