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

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** 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 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.