The Elder Scrolls V: Skyrim/Tropes 0-G: Difference between revisions

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** The ward spells from the Restoration school block magic spells directed at you. It even forms a [[Power Glows|glowy hemisphere of light]] in front of you. It also disrupts a '''{{smallcaps|Fus Ro Dah}}''' shout by directing the force around the caster, so if you see a mage throw up a shield like that, don't bother with Unrelenting Force until s/he drops it.
** The ward spells from the Restoration school block magic spells directed at you. It even forms a [[Power Glows|glowy hemisphere of light]] in front of you. It also disrupts a '''{{smallcaps|Fus Ro Dah}}''' shout by directing the force around the caster, so if you see a mage throw up a shield like that, don't bother with Unrelenting Force until s/he drops it.
** The Spellbreaker is a physical shield that projects a [[Deflector Shields]] when defending. While blocking, Spellbreaker creates a ward that protects against spells for up to 50 points. At first it may seem weak compared to other more powerful ward spells like Greater Ward which can negate up to 80 points of spell damage. However, it stacks with the Elemental Protection perk which reduces incoming fire, frost, and shock damage by 50% while blocking, and any left over damage will be absorbed by the shield's ward effect. The best part is it costs no Magicka. This makes the Spellbreaker one of the best shields to be used against mages and dragons.
** The Spellbreaker is a physical shield that projects a [[Deflector Shields]] when defending. While blocking, Spellbreaker creates a ward that protects against spells for up to 50 points. At first it may seem weak compared to other more powerful ward spells like Greater Ward which can negate up to 80 points of spell damage. However, it stacks with the Elemental Protection perk which reduces incoming fire, frost, and shock damage by 50% while blocking, and any left over damage will be absorbed by the shield's ward effect. The best part is it costs no Magicka. This makes the Spellbreaker one of the best shields to be used against mages and dragons.
* [[Degraded Boss]]: Dragons. At the beginning of the game every time you encounter a dragon it feels like an adequately epic battle, especially with the music that accompanies it. By the end of the game(or some levels into it, considering that this game doesn't actually "end") you will be able to force dragons to the ground and kill them with a few hits in under 10 seconds before the music even has a chance to kick in. They become more of a nuisance than an epic battle. At least until you start meeting the [[Demonic Spiders|Elder and Ancient Dragons]].
* [[Dem Bones]]: Unsurprisingly, there are walking skeletons in the ruins. And they make a very satisfying clatter when they go flying apart when you kill them.
* [[Dem Bones]]: Unsurprisingly, there are walking skeletons in the ruins. And they make a very satisfying clatter when they go flying apart when you kill them.
** Skeleton Dragons too. Encountered in some dungeons, or if {{spoiler|You interrupt Alduin's resurrection of a Dragon at any of the Dragon burials}}.
** Skeleton Dragons too. Encountered in some dungeons, or if {{spoiler|You interrupt Alduin's resurrection of a Dragon at any of the Dragon burials}}.
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** When you first enter Markarth, a small scene will trigger where a visitor to the city will be murdered by an agent of the Forsworn. If you're fast enough, you can kill the agent before he gets to her. Talk to her, and she'll thank you for saving her life and reward you with a piece of jewelry.
** When you first enter Markarth, a small scene will trigger where a visitor to the city will be murdered by an agent of the Forsworn. If you're fast enough, you can kill the agent before he gets to her. Talk to her, and she'll thank you for saving her life and reward you with a piece of jewelry.
* [[Ding Dong the Witch Is Dead]]: Justified. Alduin is more than just the leader of the dragons, he's summoning them, as shown in the pre-Sahlokniir scene.
* [[Ding Dong the Witch Is Dead]]: Justified. Alduin is more than just the leader of the dragons, he's summoning them, as shown in the pre-Sahlokniir scene.
* [[Disc One Nuke]]:
* [[Disc One Nuke]]: Dagger + Assassin's Blade Perk + Shrouded Gloves = [http://www.youtube.com/watch?v=74RcsJfK_CE Backstabbing killing machine.] Combine it with the Shadowcloak of Nocturnal and you can rip through an entire group like this. In broad daylight.
** Dagger + Assassin's Blade Perk + Shrouded Gloves = [http://www.youtube.com/watch?v=74RcsJfK_CE Backstabbing killing machine.] Combine it with the Shadowcloak of Nocturnal and you can rip through an entire group like this. In broad daylight.
** A very simple and quick quest in Riverwood, the very first town you visit, gets you Faendal as a follower. He's a trainer in Archery, so you can pay him to raise the skill, then enter trade and take back the money you paid him. Rinse and repeat and by the time you leave Riverwood for Whiterun you can have almost 50 Archery, allowing you to take three levels of the Overdraw perk for +60% bow damage, in addition to the high damage from your high skill level. Enter Sneak mode for double damage sneak attacks, and any enemy that doesn't see you coming will drop in one shot.
** A very simple and quick quest in Riverwood, the very first town you visit, gets you Faendal as a follower. He's a trainer in Archery, so you can pay him to raise the skill, then enter trade and take back the money you paid him. Rinse and repeat and by the time you leave Riverwood for Whiterun you can have almost 50 Archery, allowing you to take three levels of the Overdraw perk for +60% bow damage, in addition to the high damage from your high skill level. Enter Sneak mode for double damage sneak attacks, and any enemy that doesn't see you coming will drop in one shot.
** Bound Weapons. The spell to summon them can be bought in the first store that sells spells - and even then, almost all spell merchants sell them. They improve your conjuration skill by merely holding them while in the general vicinity of enemies. With a mere 4 perks (easily obtained due to the aforementioned easy leveling of your conjuration skill) they will soultrap on hit (for lots of souls to train enchanting with), do equivalent damage to Deadric level weapons, dispel summon creatures, turn raised ones and have an almost negligible cost in magicka to summon. On top of all that, they are weightless, allowing you to haul more loot. You can therefore enjoy their full benefits before reaching level 10. And they also gain full benefits of the perks that apply to their weapon types (One handed swords, two handed axes and bows). The bound bow, though acquirable later, even create its own ammunition! And the cherry on the sundae: bound weapons are unaffected by the disarm shout. It does not cause them to be unsummoned, and even if it did, you'd need to only summon them again, which is far less troublesome than running around during a fight looking for your precious custom-made sword.
** Bound Weapons. The spell to summon them can be bought in the first store that sells spells - and even then, almost all spell merchants sell them. They improve your conjuration skill by merely holding them while in the general vicinity of enemies. With a mere 4 perks (easily obtained due to the aforementioned easy leveling of your conjuration skill) they will soultrap on hit (for lots of souls to train enchanting with), do equivalent damage to Deadric level weapons, dispel summon creatures, turn raised ones and have an almost negligible cost in magicka to summon. On top of all that, they are weightless, allowing you to haul more loot. You can therefore enjoy their full benefits before reaching level 10. And they also gain full benefits of the perks that apply to their weapon types (One handed swords, two handed axes and bows). The bound bow, though acquirable later, even create its own ammunition! And the cherry on the sundae: bound weapons are unaffected by the disarm shout. It does not cause them to be unsummoned, and even if it did, you'd need to only summon them again, which is far less troublesome than running around during a fight looking for your precious custom-made sword.
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** If you're lucky enough to find the Flaming Familiar early on in your quest, and you're playing a mage or stealth character... say hello to your new best friend. All you need to do is invest a skill point into a low-level conjuration skill (which is easy to raise in this game) and suddenly, the range you can summon your Flaming Familiar with is extreme. It has a longer base range to begin with as well. All you need to do is stay a fair distance away, summon it near an enemy, and let it attack and blow up. Oh yeah, Flaming Familiars are basically wolf-shaped fire missiles. And it's an apprentice level spell that normally only costs 30 MP. Even if you're not a mage, it's not that tough to spam and be patient. If you're a stealth character, you need patience anyway.
** If you're lucky enough to find the Flaming Familiar early on in your quest, and you're playing a mage or stealth character... say hello to your new best friend. All you need to do is invest a skill point into a low-level conjuration skill (which is easy to raise in this game) and suddenly, the range you can summon your Flaming Familiar with is extreme. It has a longer base range to begin with as well. All you need to do is stay a fair distance away, summon it near an enemy, and let it attack and blow up. Oh yeah, Flaming Familiars are basically wolf-shaped fire missiles. And it's an apprentice level spell that normally only costs 30 MP. Even if you're not a mage, it's not that tough to spam and be patient. If you're a stealth character, you need patience anyway.
** Mjoll the Lioness can be met and obtained at any point after you escape Helgen, provided you made it to Riften without getting killed. On top of being one of only two invincible followers (the other being Cicero, which you only get after serious progression in the Dark Brotherhood questline) her quest has you going through a Dwemer Ruin, which can give you the location of a source of Dwarven Ingots relatively early in the game. Mjoll herself benefits from Heavy Armors and uses both melee weapons and a bow, making her ideal for tanking Dragons early on.
** Mjoll the Lioness can be met and obtained at any point after you escape Helgen, provided you made it to Riften without getting killed. On top of being one of only two invincible followers (the other being Cicero, which you only get after serious progression in the Dark Brotherhood questline) her quest has you going through a Dwemer Ruin, which can give you the location of a source of Dwarven Ingots relatively early in the game. Mjoll herself benefits from Heavy Armors and uses both melee weapons and a bow, making her ideal for tanking Dragons early on.
** Transmute, an Adept-level Alteration spell that turns iron ore into silver, and silver ore into gold, can be found pretty early in the game if you know where to look<ref>Halted Stream Camp, northwest of Whiterun</ref>, and can be used to make absolute boatloads of money by transmuting iron into gold, then making jewelry and selling it.
* [[Disintegrator Ray]]: Shock-based spells can be upgraded to eventually reduce their targets to piles of dust if the target is at low health. This is good for one simple reason: enemy necromancers can't revive a pile of dust!
* [[Disintegrator Ray]]: Shock-based spells can be upgraded to eventually reduce their targets to piles of dust if the target is at low health. This is good for one simple reason: enemy necromancers can't revive a pile of dust!
* [[Disney Villain Death]]: Using [[Blown Across the Room|Unrelenting Force]] on someone so that they fall to their doom is a very convenient way of getting rid of your enemies, including {{spoiler|1=[http://www.youtube.com/watch?v=wd88xgZFaOs Mercer Frey]}}.
* [[Disney Villain Death]]: Using [[Blown Across the Room|Unrelenting Force]] on someone so that they fall to their doom is a very convenient way of getting rid of your enemies, including {{spoiler|1=[http://www.youtube.com/watch?v=wd88xgZFaOs Mercer Frey]}}.
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== F ==
== F ==
* [[Face Heel Turn]]: The High Elves, who not only seceded from the Empire, but also forcibly conscripted the Wood Elves into their new nation, manipulated the Khajiit into vassalisation and threatened to destroy the Empire unless they banned the worship of Talos because, partially due to their [[Fantastic Racism|believed superiority]], they don't like the idea of a human ascending to godhood, and also because his removal is necessary for their goals of escaping Mundus.
* [[Face Heel Turn]]: The High Elves, who not only seceded from the Empire, but also forcibly conscripted the Wood Elves into their new nation, manipulated the Khajiit into vassalisation and threatened to destroy the Empire unless they banned the worship of Talos because, partially due to their [[Fantastic Racism|believed superiority]], they don't like the idea of a human ascending to godhood, and also because his removal is necessary for their goals of escaping Mundus.
* [[Fail O'Suckyname]]: Vekel [[A Dog Named "Dog"|the Man]] may have the stupidest sobriquet ever.
* [[Fake Crossover]]: An official mod places [[Portal 2|the Space Core]] into the game as an item. When you put it into the game, the poor guy falls from the sky({{spoiler|Guess where he was before}}), which makes one wonder if this really is a [[Fake Crossover]]...
* [[Fake Crossover]]: An official mod places [[Portal 2|the Space Core]] into the game as an item. When you put it into the game, the poor guy falls from the sky({{spoiler|Guess where he was before}}), which makes one wonder if this really is a [[Fake Crossover]]...
* [[Fantastic Drug]]: Skooma is still around, though it doesn't have negative effects like it did in Morrowind and Oblivion; it's not even really illegal! One quest also features the more potent "Balmora Blue", which ''is'' illegal--and is supposedly priceless, what with there not being a Balmora anymore.
* [[Fantastic Drug]]: Skooma is still around, though it doesn't have negative effects like it did in Morrowind and Oblivion; it's not even really illegal! One quest also features the more potent "Balmora Blue", which ''is'' illegal--and is supposedly priceless, what with there not being a Balmora anymore.
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** {{spoiler|And you can fight the ghost of said giant Mudcrab in a quest!}}
** {{spoiler|And you can fight the ghost of said giant Mudcrab in a quest!}}
** One of the add-ins featured in the Skyrim D.I.C.E. 2012 video included an arctic crab roughly half the size of Whiterun
** One of the add-ins featured in the Skyrim D.I.C.E. 2012 video included an arctic crab roughly half the size of Whiterun
* [[Giant Space Flea From Nowhere]]: When you're infiltrating the skeever caverns under the Honningbrew Meadery, you're probably expecting a boss enemy guarding the nest, and you find {{spoiler|an insane former student of the College named Hamelyn who is breeding a skeever army to destroy Whiterun}}.
* [[Giant Spiders]]: And we mean "GIANT". As in "bigger than freaking [[Everything's Worse with Bears|grizzly bears]]".
* [[Giant Spiders]]: And we mean "GIANT". As in "bigger than freaking [[Everything's Worse with Bears|grizzly bears]]".
* [[Glass Cannon]]:
* [[Glass Cannon]]: