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Sithis

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  1. I was thinking about adding more for each price range, listing some common alternatives or completely different builds for those awkawrd in between levels but I haven't decided what would be the best way to go about doing that. Hopefully everyone will see that this is a friendly all purpose guide that will simply help simplify the budget = availability area.

  2. Light - ALL

    Dark - 5

    Water - 3

    Earth - 3

    Physical - 5

     

    We actually have it listed right here: http://battlepedia.t...n/viewweap/2783 and you can see all those pretty icons yourself. Gives an alternative to the Hubrid Nox Memorial Shield but thats about it.

     

    You can check out the very similar Hubrid Nox Memorial Shield right here: http://battlepedia.t.../viewweap/2710/ the main difference is the amount and type of icons it blocks. Ultimately the HNMS blocks 4 more icons. For a much about 1.5mil more.

     

    messed up on the ALL blocker and I had to fix it. Sorry if you saw this before then.

  3. Who won what?

     

     

    This post has been edited by a member of staff (Spritzie) because of a violation of the forum rules.

    Please do not bump old topics that are no longer relevant. Also, please keep your posts at 7 words or above.

    Please check your user inbox to see if you have been contacted regarding this incident, then review our rules.

  4. Glad that got worked out ;)

     

     

    This post has been edited by a member of staff (Spritzie) because of a violation of the forum rules.

    Please keep your posts at 7 words or above.

    Please check your user inbox to see if you have been contacted regarding this incident, then review our rules.

  5. I thought this said Is anyone selling their account... funny thing is... I was gonna say isn't this the wrong site? lol

     

     

    This post has been edited by a member of staff (Spritzie) because of a violation of the forum rules.

    Please keep your posts on-topic. If you have nothing to add to the topic, please do not post.

    Please check your user inbox to see if you have been contacted regarding this incident, then review our rules.

  6. Swamp Gas - I really like this colour but it should have been made available through a site feature similar to the Magma Pool

    Water - Too similar to ice/blue/maractite for my taste... good idea but lacking in timing to top it off. Should have at the very least been released with fire or magma.

    8-Bit - My personal favorite but zapping only colours really bother me. I collect Fruit Chia's and I have the hardest time being okay with colors that are only available in lab.

    Wraith - In reflection of the Faeries Ruins plot I absolutely love it. The PB is fairly priced for the affect in my opinion. Having a Wraith pet with a Wraith Petpet is legit.

  7. I've added an entire guide on stat increasers and this is one of the items I have tested and posted results for. Extensive testing and comparisons as of prices at the time of purchase. Stat increaser items tend to flucuate greatly so do some price comparison on similar effect items and find the one that works best for you.

  8. Give credit where it is due... This spent me a long time writing out and formatting.

    Adding more content regularly.

     

     

    Latest Update:

    v2.2

     

    Added the Jason Yang Theme Song

     

     

     

    General Guides Useful to ALL players:

    These are my own personal guides please do not steal ANY of the following.

     

     

     

    Smithing Guide for all Archetypes:

     

     

    Save up your Perk Skill points. You will need them later so only spend them when reaching the key points in your Archetype build. The very next perks you will be working towards is your Smithing. Doesn't make sense for an early character build to be using Smithing right? Wrong. Smithing is the BEST way to raise your level, increase your income, AND gets you the best bows the game has to offer. As soon as it is available craft a Daedric Bow and improve it. Spend a few hours mining ore, smelting it, and making Iron Daggers. These are cheap and can raise your smithing skill VERY quickly. Go out hunting whenever you are bored and kill animals for their fur, deer and wolves are easy targets to collect fur from. Take these to a Tanning Rack and turn your pelts into Leather and make some of your leather into Leather Strips. Then forge Hide Bracers from these to help increase your Smithing Skill even more. Turn around whenever you are done forging and sell off your Iron Daggers and Hide Bracers to merchants to increase your gold and your Speech Skill. Do this until you max out your Smithing Skill at level 100 and you can improve your weapons and armor to nearly double their starting values.

     

     

    Alternative Smithing Suggestion Compliments of Cyo:

     

     

    just get the transmute spell tome (some bandit nest west of Whiterun, whatever you can look it up in the wiki), buy some iron ore, transmute it into gold ore, smelt it into bars and then smelt one bar into "Gold Ring (2)". Why? Because jewellery gives you quicker more smithing experience than iron daggers does and then all you have do to repeat the process is to enchant the two rings with whichever enchantment makes the most money that you have, then sell the rings and bam, you got a buttload of money.

     

    - Cyo

     

     

     

    Enchanting Guide for all Archetypes:

     

     

    As soon as you have finished increasing your Smithing Skill immediately shift gears to Enchanting. You will want to find yourself a weapon that has the Steal Soul ability and Disenchant it. Enchant your bow with the weakest possible Steal Soul enchantment to get the most use out of your charges. All you have to do is make the last arrow kill the enemy. Stock up on empty soul gems and go killing. You can do this simultaneously with your hunting for Smithing leveling so keep that in mind. It will save time here if you were already working on this. If you have trouble finding Soul Gems then just go dungeon diving in Dwemer ruins. These places are filled with them. Come on out arms stocked and ready to fill! Remember all those Iron Daggers you forged? If you didn't sell them all off take them and enchant them. Their value skyrockets... currently a single Iron Dagger I enchant is worth 1,750+ gold as a base. I can usually only sell a single enchanted dagger to any given merchant but there are a few, such as the merchant at the Trader in Riverwood, that have 10,000+ and after 48 hours game time they are ready to buy your reserves up again. This increases your Speech Skill and your gold assets all at the same time. Once you get your enchanting to level 100 you can purchase the perk to Double Enchant your items! This perk is called Extra Effect and is my favorite perk in the game!

     

     

    Alchemy Guide for all Archetypes:

     

     

    Just as Enchanting and Smithing are staples for all Archetype builds so is Alchemy. This amazing skill set will allow you to take your skills above and beyond what previously thought possible, ultimately allowing you to make endless gains to your stats. Mass collect and store your alchemy ingredients such as Nirnroot and Hanging Moss and as soon as you are done maximizing your potential with Enchanting and Smithing you will start working on figuring out the affects of these ingredients and using those Alchemy Labs you've been walking past up until now. Once your skill is high enough invest in the following Perks: Alchemist (Level 1, you must have this perk to continue the tree there are 5 levels to this Skill; each increasing the effectiveness of your created potions by 20%, level 5 granting a 100% increase to a potion's effectiveness), Physician (Another required perk; Healing potions you make are 25% more powerful), Benefactor (Increases the effectiveness of beneficial potions you create by 25%), Experimenter (Another required skill to necessary to move on to more powerful potions, this perk has 3 levels and with each increasing level whenever you consume an Alchemy ingredient you reveal more about its traits, such as; Frost Damage, Frost Resist, Fortify Magicka, Damage Health), Snakeblood (Another required skill that is essentially useless as nearly everyone who plays this game plays as either a Vampire or Werewolf. If you are in the small percentage that can get poisoned then this grants you a 50% resistance.), Purity (THIS IS IT. All negative effects are removed from potions and all poisons have been stripped of beneficial aspect). Another equally useful Perk would be during the A Return to Your Roots quest. This grants you with Sinderion's Serendipity this wonderful skill allows you a 25% t o chance of duplicating all powers egually.

     

     

     

     

    Non-Typical Skyrim Character Archetype Builds:

    You will not find these awesome builds in the Skyrim Bible!

     

     

    Archer-Mage

    This build is primarily Magicka and Archer based. You will take advantage of your Destruction School of magic early on in the game Burning, Freezing, or Zapping your enemies to death. Using your bow to initiate all battles and you sneak around a lot which will help you raise your Sneak Skill quickly and thus level faster. Since you are losing travel time sneaking being able to level fast is the primary objective for this build. You will be naturally increasing your skills as follows: Sneak, Destruction, Archer. As you progress and begin leveling your Archer-Mage you will find yourself using your Magicka less and less. Maybe to heal or to cast a Rune on the ground and set up an awesome trap. Your high Magicka will help a great deal for over-charging your Rune Destruction School traps that you place and make for some awesome death traps.

     

    When leveling you will be using your upgrade points as follows:

     

    Level 2 - Magicka increase.

    Level 3 - Stamina increase.

    Level 4 - Magicka increase.

    Level 5 - Stamina increase.

    Level 6 - Magicka increase.

    Level 7 - Magicka increase.

    Level 8 - Health increase.

     

    Repeat pattern for all following level ups. This will create the optimal Archer-Mage Archetype and allow you to utilize this Archetype to its fullest potential.

     

    Perk Spending for the Archer-Mage Archetype

    Which Skills will work best for the Archer-Mage Archetype?

    I recommend investing into the following skills first:

    Your very first Perk skill point should be used in Destruction, period. This is because Destruction is how you will be killing enemies early on. By level 5 you should be able to roast a Dragon to death with only two recharged dual handed Flames Destruction spell using all of your available Magicka on Master Difficulty.

    After that skill point put your next one into Stealth which is in the Sneak Constellation. You will raise your Sneak skill rapidly if you sneak virtually everywhere. By the time you hit level 10 you SHOULD be able to purchase both Backstab and Deadly Aim. This is going to maximize that first hit you get to initiate your fight with an enemy. The higher your sneak skill is the more of these Deadly Aim shots you can take advantage of.

     

    Save up your Perk Skill points. You will need them later so only spend them when reaching the key points in your Archetype build. The very next perks you will be working towards is your Smithing. Doesn't make sense for an Archer-Mage to be using Smithing right? Wrong. Smithing is the BEST way to raise your level, increase your income, AND gets you the best bows the game has to offer. As soon as it is available craft a Daedric Bow and improve it. Spend a few hours mining ore, smelting it, and making Iron Daggers. These are cheap and can raise your smithing skill VERY quickly. Go out hunting whenever you are bored and kill animals for their fur, deer and wolves are easy targets to collect fur from. Take these to a Tanning Rack and turn your pelts into Leather and make some of your leather into Leather Strips. Then forge Hide Bracers from these to help increase your Smithing Skill even more. Turn around whenever you are done forging and sell off your Iron Daggers and Hide Bracers to merchants to increase your gold and your Speech Skill. Do this until you max out your Smithing Skill at level 100 and you can improve your weapons and armor to nearly double their starting values.

     

    As soon as you have finished increasing your Smithing Skill immediately shift gears to Enchanting. You will want to find yourself a weapon that has the Steal Soul ability and Disenchant it. Enchant your bow with the weakest possible Steal Soul enchantment to get the most use out of your charges. All you have to do is make the last arrow kill the enemy. Stock up on empty soul gems and go killing. You can do this simultaneously with your hunting for Smithing leveling so keep that in mind. It will save time here if you were already working on this. If you have trouble finding Soul Gems then just go dungeon diving in Dwemer ruins. These places are filled with them. Come on out arms stocked and ready to fill! Remember all those Iron Daggers you forged? If you didn't sell them all off take them and enchant them. Their value skyrockets... currently a single Iron Dagger I enchant is worth 1,750+ gold as a base. I can usually only sell a single enchanted dagger to any given merchant but there are a few, such as the merchant at the Trader in Riverwood, that have 10,000+ and after 48 hours game time they are ready to buy your reserves up again. This increases your Speech Skill and your gold assets all at the same time. Once you get your enchanting to level 100 you can purchase the perk to Double Enchant your items! This perk is called Extra Effect and is my favorite perk in the game!

     

    Once you have these your build is pretty much set to grow as you see fit. Many find it useful to increase Speech at this point and spend perk points here to increase the gold available at merchants across Skyrim and turn all of them into fences. Others now shift focus to Archery and dump points into making their legendary bows even more effective through passive increases to damage. You should be far enough along now that you can mold your character how you need to better suit your playing strategy. Enjoy your Archer-Mage as they are definitely a fun class!

     

     

     

    Paladin Class

    The Paladin Archetype is a wonderful hack and slash build that focuses on Restoration and Two Handed Weapon traits. You will be taking advantage of Greatswords primarily as well as the entire Restoration Magicka School. Caution does not take priority here and having high health and LOTS of potions for quick healing is a must. When starting at save as many healing potions as you can get your greedy little hands on because you will be needing them often. This Archetype is pretty straight forward still focusing on Smithing and Enchanting to help your weapons and armor ratings but this class also exploits the Alchemy in the game so that you can create your own potions to help heal you as you go.

     

    When leveling you will be using your upgrade points as follows:

     

    Level 2 - Health increase.

    Level 3 - Health increase.

    Level 4 - Magicka increase.

    Level 5 - Health increase.

    Level 6 - Magicka increase.

    Level 7 - Health increase.

    Level 8 - Health increase.

    Level 9 - Stamina increase.

     

    Repeat pattern for all following level ups. This will create the optimal Paladin Archetype and allow you to utilize this Archetype to its fullest potential.

     

    Perk Spending for the Paladin Archetype:

    I strongly recommend investing Perks into Restoration and Two Handed Constellations as your skill level allows for them. Since you will be hacking your way to victory Heavy Armor is a must and should be invested in when you have plenty of Perk points to spend and nothing coming up for awhile in Restoration or Two-Handed Constellations. As I said before this is a pretty straight forward Archetype and doesn't require a bunch of complicated setup. Smithing and Enchanting if you are wanting to maximize on your equipments potential.

     

    Ideal Followers for the Paladin Archetype:

    This is the first Archetype that requires special choosing of your Follower's equipment to help better aid you. Don't count on your Follower healing you, you have to heal them. So what you want is someone who is going to hang back with a bow that way you don't hit them yourself while sawing down enemies. Just rearrange your Follower's equipment and in Weapons give them only a bow and arrows. The Followers all tend to be fairly accurate so this makes error on their part less damaging to you. Their range and your Melee damage will end battles with most creatures quickly.

     

     

    Blood Mage

     

     

    The Blood Mage Archetype is for those who delve into the dark arts more frequently. The main functionality of this rather unique Archetype is the use of the Equilibrium Alteration spell. This spell works as follows: Convert 25 points of health into magicka per second. Caster can be killed by this effect. The way that this is used is by using this spell in conjunction with a destructive spell such as Flames. You can cast both simultaneously and by doing so you can use your health to sustain your destructive spell. Think of this Archetype as the tank unit for Mage's. You will not be focusing on your sneaking skills very much in this Archetype build as virtually all of your Perk Points will be spent making your spells more powerful. Augmented Flames, then Intense Flames respectively. Atronach can help quite a bit too in the Alteration Constellation. The rest of your Perk Points should be spent improving your light armor and heavy armor abilities to better protect yourself, Smithing and Enchanting is also vital as with all Archetypes. Spend as you gain the ability to upgrade perks.

     

    When leveling you will be using your upgrade points as follows:

     

    Level 2 - Health increase.

    Level 3 - Magicka increase.

    Level 4 - Health increase.

    Level 5 - Health increase.

    Level 6 - Magicka increase.

     

    Repeat pattern for all following level ups. This will create the optimal Blood Mage Archetype and allow you to utilize this Archetype to its fullest potential.

     

    Equilibrium in Perspective

    This spell is unique and can ONLY be acquired in the Labyrinthian Chasm during the College of Winterhold Quest: The Staff of Magnus, in a side chamber. This is a risky spell but the fastest way to recover Magicka quickly. Boosting large amounts of both Magicka and Health will help you sustain your spells MUCH longer. This spell can kill you so use it with caution, and don't use it immediately in a fight. Flames only drains 13 Magicka per second so using a spell that drains 25 Health per second at the same exact time is only going to hurt you faster as you will not be gaining any advantage from using this strategy. Instead wait until your Magicka is drained about 50% and then begin casting Equilibrium to increase your Magicka. Don't let Equilibrium fill your Magicka all the way, only allow it to 75-80% Magicka and then kill it again. When your Magicka drops back down to the 50% area then start casting Equilibrium again. It is complicated at first but soon becomes second nature. You lose the advantage of Dual Flame bonuses but you can still use them so long as you don't mind taking a break in the fight every 5-10 seconds to switch your spells. This class is for the truly devoted spell user and not for the faint of heart or absent minded spell caster.

     

     

    Gallant Cleric

     

     

    The Gallant Cleric is an Archetype that specializes in One-Handed Weapons and Restoration School Magicka. Unlike the Paladin Class Archetype build this class utilizes the One-Handed Weapons instead of the Two-Handed Weapons. This means faster healing as you only have to stop swinging to let loose your flow of healing magicka! I recommend acquiring a basic Healing spell early on, the Healing spell is the easiest to get here but Fast Healing is another early choice, and once you have one you are well on your way to developing your class.

     

    When leveling you will be using your upgrade points as follows:

     

    Level 2 - Health increase.

    Level 3 - Health increase.

    Level 4 - Magicka increase.

    Level 5 - Health increase.

    Level 6 - Magicka increase.

    Level 7 - Health increase.

    Level 8 - Health increase.

    Level 9 - Stamina increase.

     

    Repeat pattern for all following level ups. This will create the optimal Paladin Archetype and allow you to utilize this Archetype to its fullest potential.

     

    Perk Spending for the Gallant Cleric Archetype

    Unlike the Paladin Class Archetype build I recommend instead focusing solely on Smithing and Enchanting until these are maxed out. Immediately begin investing into your Restoration Constellation particularly the Rank 2 Recovery. This perk allows your Magicka to regenerate 50% faster and helps offset the difference in Health to Magicka ratios when leveling. Avoid Death is another extremely useful perk in the Restoration Constellation worth investing in. This wonderful perk is passive and automatically gives you 250 Health if your health bar drops below 10%. Investing heavily into the Armsman Perks, specifically reaching Armsman Rank 5 allows your One Handed Weapon to do DOUBLE damage. Bladesman is another very useful investment once Armsman has been completed as this perk increase your critical hit chances. Critical Charge is a useful perk that gives you an entirely new move.

     

    Ideal Followers for the Gallant Cleric Archetype:

    This is the second Archetype that requires special choosing of your Follower's equipment to help better aid you. Don't count on your Follower healing you, you have to heal them. So what you want is someone who is going to hang back with a bow that way you don't hit them yourself while sawing down enemies. Just rearrange your Follower's equipment and in Weapons give them only a bow and arrows. The Followers all tend to be fairly accurate so this makes error on their part less damaging to you. Their range and your Melee damage will end battles with most creatures quickly. Take note that this is exactly the same follower strategy that the Paladin Class employs use of to solidify your standing.

     

     

    Mage Assailant

     

     

    The Mage Assailant Archetype focuses on using Alteration and Conjuration.

     

    Recommended Race: Breton, the 25% Magic Resistance is going to do wonders once you are higher leveled.

     

    Alteration Spell Breakdown:

    Ebonyflesh uses the most Magicka but provides the biggest boost to the Armor rating available. Upon completing the College of Winderhold Radiant Quest: Alteration Ritual Spell you are awarded with Dragonhide which is an amazing spell that allows the Caster ignores 80% of all physical damage for 30s. These are the two best spells for a Mage Assailant to use however any "flesh" spell works. The cheapest and probably first one you will get is Oakflesh, as soon as a new spell becomes available it is highly recommended that you switch to using it. This is what is going to keep you alive as you use your conjuration spells to kill your enemies. Another very useful late game spell is Mass Paralysis, this is another spell that is unlocked after a College of Winterhold Radiant Quest. This one you can pick up from Tolfdir, he is selling it after you complete the College of Winterhold Radiant Quest: Alteration Ritual Spell.

     

    Conjuration Spell Breakdown:

    Bound Weapons are going to be your saving grace here, and as you will soon find the Bound Bow does flat out the most damage. You also don't need to worry about arrows as you are provided with bound arrows for the duration of the spell. Summoning Atronach's are your saving grace and your best bet is to use whichever one is going to compliment the situation best. Late game spells are Summon Unbound Dremora, Flaming Familiar, Flame Thrall, Frost Thrall, and Storm Thrall.

     

    When leveling you will be using your upgrade points as follows:

     

    Level 2 - Health increase.

    Level 3 - Magicka increase.

     

    Repeat pattern for all following level ups. This will create the optimal Mage Assailant and allow you to utilize this Archetype to its fullest potential.

     

    Mage Assailant True Strength:

     

    The real strength of this class lies in the Constellation Skills. For the Alteration Tree the Mage Armor makes your "flesh" spells exceedingly powerful with each level increase. This is what is going to save you from dying left and right. Magic Resistance is going to help you block spell affects from enemies. Atronach is exceedingly powerful and allows you to absorb 30% of the Magicka of any spells that hit you. For the Conjuration Tree Mystic Binding and Soul Stealer are essential. Conjuration Dual Casting also helps quite a bit as well. Besides working on Smithing, Alchemey, and Enchanting (essential for all Archetypes for leveling purposes) another sub skill that is going to help is Restoration and investing some skill points into this Tree can help you sustain life longer. All in all the Mage Assailant is a force to be reckoned with. A difficult to get started Archetype but immensely fun once you get going.

     

     

     

     

     

    Dragon Shouts/Locations:

     

     

    Animal Allegiance - Words: Raan - Mir - Tah.

    Locations: Angarvunde (The Rift), Ancient's Ascent (Falkreath Hold), Ysgramor's Tomb (Winterhold Hold).

     

    Aura Whisper - Words: Laas - Yah - Nir.

    Locations: Northwind Summit (The Rift), Valthume (The Reach), Volunruud (The Pale).

     

    Become Ethereal - Words: Feim - Zii - Gron.

    Locations: Ironbind Barrow (Winterhold Hold), Lost Valley Redoubt (The Reach), Ustengrav (Hjaalmarch).

     

    Call Dragon - Words: Od - Ah - Viing.

    Locations: NONE: You earn this Shout during the Main Quest: The Fallen, Only works when fully charged.

     

    Call of Valor - Words: Hun - Kaal - Zoor.

    Locations: NONE: You earn this Shout at the end of the Main Quest.

     

    Clear Skies - Words: Lok - Vah - Koor.

    Locations: NONE: You earn this Shout during the Main Quest from the Greybeards during the Main Quest: The Throat of the World.

     

    Disarm - Words: Zun - Haal - Viik.

    Locations: Eldersblood Peak (Hjaalmarch), Silverdrift Lair (The Pale), Snow Veil Sanctum (Winterhold Hold).

     

    Dismaying Shout - Words: Faas - Ru - Maar.

    Locations: Dead Crane Rock (The Reach), Labyrinth (Hjaalmarch), Lost Tongue Overlook (The Rift).

     

    Dragonrend - Words: Joar - Zah - Frul.

    Locations: NONE: You learn this Shout during the Main Quest: Alduin's Bone.

     

    Elemental Fury - Words: Su - Grah - Dun.

    Locations: Dragontooth Crater (The Reach), Kilkreath Ruins (Haafingar), Shriekwind Basiton (Falkreath Hold).

     

    Fire Breath - Words: Yol - Toor - Shul.

    Locations: Dustman's Cairn (Whiterun Hold), Sunderstone Gorge (Falkreath Hold), Throat of the World (Whiterun Hold).

     

    Frost Breath - Words: Fo - Krah - Diin.

    Locations: Bonestrewn Crest (East March), Folgunthur (Hjaalmarch), Skyborn Altar (Hjaalmarch).

     

    Ice Form - Words: Iiz - Slen - Nus.

    Locations: Frostmere Crypt (The Rift), Mount Anthor (Winterhold Hold), Saarthal (Winterhold Hold).

     

    Kyne's Peace - Words: Kaan - Drem - Ov.

    Locations: Ragnvald (The Reach), Rannveig's Fast (Winterun Hold), Shroud Hearth Barrow (The Rift).

     

    Marked for Death - Words: Krii - Lun - Aus.

    Locations: Autumwatch Tower (The Rift), Dark Brotherhood Sanctuary (Falkreath Hold), Forsaken Cave (The Pale).

     

    Slow Time - Words: Tiid - Klo - Ul.

    Locations: Hog's End (The Reach), Korvanjund (The Pale), Labyrinthian (Hjaalmarch).

     

    Storm Call - Words: Strun - Bah - Qo.

    Locations: Forelhost (The Rift), High Gate Ruins (The Pale), Skuldafn (OTHER REALM: Main Quest: The World Eater's Eyrie).

     

    Throw Voice - Words: Zul - Mey - Gut.

    Locations: Shearpoint (The Pale).

     

    Unrelenting Force - Words: Fus - Ro - Dah.

    Locations: Bleak Falls Barrow (Falkenreath Hold), High Hrothgar (Whiterun Hold).

     

    Whirlwind Sprint - Words: Wuld - Nah - Kest.

    Locations: Dead Men's Respite (Hjaalmarch), High Hrothgar (Whiterun Hold), Volskygge (Haafingar).

     

     

    Species Specific Perks:

     

     

    Argonian: Light Armor, Sneak, Lockpicking, Pickpocketing, Restoration, Alteration

     

    Breton: Speech, Alchemy, Illusion, Conjuration. Restoration, Alteration

     

    Dark Elf: Light Armor, Sneak, Alchemy, Illusion, Destruction, Alteration

     

    High Elf: Illusion, Conjuration, Destruction, Restoration, Alteration, Enchanting

     

    Imperial: Heavy Armor, Block, One-handed, Destruction, Restoration, Enchanting

     

    Khajiit: One-handed, Archery, Sneak, Lockpicking, Pickpocket, Alchemy

     

    Nord: Smithing, Block, Two-handed, One-handed, Light Armor, Speech

     

    Orc: Smithing, Heavy Armor, Block, Two-handed, One-handed, Enchanting

     

    Redguard: Smithing, Block, One-handed, Archery, Destruction, Alteration

     

    Wood Elf: Archery, Light Armor, Sneak, Lockpicking, Pickpocketing, Alchemy

     

     

     

    Jason Yang Theme Song:

     

     

     

     

  9. This guide is designed to aid you in developing a good set that will help you in both 1p and 2p. While your set can be fine tuned for whichever style you prefer a good common middle ground is always handy.

     

    Please do take note of the fact that this guide is merely meant to assist you in determining what Battledome Equipment would work best for you in any given price range. The sets depicted below our my own personal sets that I have shared with you so that when you are shopping for items you know where to look given your availability of funds. Please also take note of the fact that prices do change and I can not be held accountable for if you get scammed or otherwise cheated due to your failure to investigate prices at time of purchase. The guide depicted below and the sets described within are in my opinion the best all species and non stat specific sets you can find. You may find a cheaper alternative and that is fine feel free to share your findings but please refrain from telling me that I don't know what I am talking about or am otherwise inadequate for overlooking some obscure or possibly price shifted equipment. I determine which equipment pieces are best for each respective set based on several factors including price and icons/effects. It is a combination of these that I recommend the following weapon sets.

     

    100k Battledome Set

     

     

    Stealer - Purple Sticky Hand - 30k (50% chance to steal an opponents weapon, after stealing opponent gets this weapon

    Constant - Ridiculously Heavy Battle Hammer - 6k (9 Icons, 3air, 3earth, 3physical)

    Constant - Ridiculously Heavy Battle Hammer - 6k (9 Icons, 3air, 3earth, 3physical)

    Healer - Bronze Scorchstone - 8k (Heals 15 HP)

    Bomb - Brain Muffin - 4.5k (15 icons, 5earth, 5light, 5physical SINGLE USE)

    Bomb - Brain Muffin - 4.5k (15 icons, 5earth, 5light, 5physical SINGLE USE)

    Defense - Downsize - 5.5k (50% of all Icons DEFENSE)

    Shield - Lead Shield - 19k (Defends 13 icons, 5earth, 5water, 3physical)

    Total Price of Set: 83,500 Neopoints

     

    This set is a pretty cheap way to stand a chance against the early opponents in the Battle Dome 1p ranks and in very beginner stages of 2p. With a decently trained pet this is still an okay combination to have and can be an inexpensive way to BD while saving for a higher ranged set.

     

     

    250k Battledome Set

     

     

    Constant - Golden Compass - 50k (9 Icons, 3fire, 3light, 3air Defends from 3 dark icons)

    Constant - Ridiculously Heavy Battle Hammer - 6k (9 Icons, 3air, 3earth, 3physical)

    Freezer - Snowglobe Staff - 90k (6 icons, 3 water, 3light - 100% Defense breaks for rest of battle - Icy Snowball - Yellow Snowball - Breaks for rest of battle)

    Bomb - Fire Muffin - 1.8k (12 Icons, 4fire, 4light, 4physical - SINGLE USE)

    Defense - Downsize - 5.5k (50% of all Icons DEFENSE)

    Healer - Blue Scorchstone - 50k (Heals 30 HP)

    Stealer - Purple Sticky Hand - 30k (50% chance to steal an opponents weapon, after stealing, opponent gets this weapon)

    Bomb - Chocolate Chip Battle Biscuit - 1k (12 icons, 4air, 4earth, 4physical - SINGLE USE)

    Total Price of Set: 234,300 Neopoints

    There are some cheaper substitutes however I recommend sticking with the Golden Compass Constant as you get the added defense from a common icon type. This early on in the Battledome you probably will not be spending much time defending so Downsize and your available Faerie Abilities will aid you a great deal but beyond that an actual shield should not be necessary besides for 1p specific battles.

     

     

    750k Battledome Set

     

     

    Reflect - Voidberry Potion - 90k (Reflects 6 icons, 3dark, 3air - Reflected damage dealt is based on opponents stats)

    Constant - Ramtors Spellbook - 120k (10 icons, 5light, 5dark)

    Constant - Scuzzys Comb - 100k (10 icons, 5light, 5physical)

    Healer - Blue Scorchstone - 50k (Heals 30 HP)

    Bomb - Brain Muffin - 4.5k (15 icons, 5earth, 5light, 5physical SINGLE USE)

    Freezer - Scroll of Freezing - 75k (100%, 20% chance to break permanently)

    Shield - Sophies Magic Hat - 125k (Defends 14 icons, 3fire, 5earth, 3dark, 3physical)

    Defense - Downsize - 5.5k (50% of all Icons DEFENSE)

    Total Price of Set: 570,000 Neopoints

     

    This is probably the strongest combination of Weapons for the price range. You may find some cheaper alternatives to the Bomb, or have a different non-breakable freezer choice but besides that this is an awesome set for the price range. Sophies Magic Hat is going to cripple most weapons used against you at this range. Besides a single upgrade here or there to your set loadout this is going to be your set until you start making jumps into the 10m+ sets. This is a good strong set that shouldn't be sneered at due to its versatility.

     

     

    2.5m Battledome Set

     

     

    Defense - Thick Smoke Bomb - 15k (100% blocker - SINGLE USE)

    Bomb - Honey Potion - 650k (14-16 icons, 13 earth, 1-3physical)

    Dual Duty - Hanso Charisma Charm - 575k (10 icons, 5light, 5earth - BLOCKS all dark)

    Freezer - Scroll of Freezing - 75k (100%, 20% chance to break permanently)

    Healer - Greater Healing Scroll - 90k (Heals for up to 50HP with no overheal)

    Shield - Sophies Magic Hat - 125k (Defends 14 icons, 3fire, 5earth, 3dark, 3physical)

    Constant - Brynns Legendary Sword of Wraith Smiting - 870k (13 icons, 3fire, 3earth, 2light, 5physical)

    Bomb - Water Muffin - 6k (15 icons, 5earth, 5water, 5physical)

    Total Price of Set: 2,406,000 Neopoints

     

    This is a good mid-ranged set that provides two constants, two bombs, a shield, great healer, and a good freezer. While the price tag is a bit steep the Honey Potion is a Once Per Battle Bomb that can be swapped out for a cheaper 15 icon Bomb such as the Brain Muffin or Water Muffin lowering the cost under 2mil. The Hanso Charisma Charm is a great dual duty weapon that can work as a Constant for blocking all dark (very common icon type) and hitting for 10 icons each turn.

     

     

    10m Defensive Battledome Set

     

     

    Reflect - Prickly Potion - 250k (Reflects 6 icons, 3dark, 3fire - Reflected damage dealt is based on opponents stats)

    Reflect - Voidberry Potion - 90k (Reflects 6 icons, 3dark, 3air - Reflected damage dealt is based on opponents stats)

    Healer - Purple Schorchstone - 2mil (Heals 50 icons - Once per battle)

    Freezer - Randomly Firing Freeze Ray - 200k (4icons, 2air, 2water - 50% chance to freeze - Vanishes after freezing for rest of battle)

    Defense - Thick Smoke Bomb - 15k (100% blocker - SINGLE USE)

    Defense - Downsize - 5.5k (50% of all Icons DEFENSE)

    Shield - Pirate Captains Hat - 4.2mil (Defends ALL earth, ALL light, 5fire)

    Constant - Portable Kiln - 3.1mil (11 icons, 11fire)

    Total Price of Set: 9,860,500 Neopoints

     

    Yes I know for the 10m range having only one constant that does a single icon type is not ideal. This set is really set for defending from 2p opponents that have 40mil+ BD sets. It is also geared to help deal with most higher end 1p BD opponents. Using your opponents strength against them is the appeal to the Reflect weapons even though they are lacking in icons they can still pack a massive punch if timed properly. The Portable Kiln is only really stopped if your opponent knows and plans to stop fire icons before entering battle. While though fire icons are getting more consistent with the Sword of Reif coming into the picture. The Portable Kiln is a good and fairly cheap alternative. You can easily swap out the reflection weapons for others such as Ramtors Spell Book and Ring of the Devilpuss and the value of the set remians around the same. Experiment a little and do what works best for your playing strategy.

     

     

    55m Battledome Set

     

     

    Stealer - Rainbow Sticky Hand - 3mil (87% Chance to Steal, Goes to opponent after Steal)

    Shield - Hubrid Nox Memorial Shield - 8mil (Defends 20 icons+, Blocks All Light, 5water, 5air, 5earth, 5physical)

    Freezer - Magical Marbles of Mystery - 7.5mil (100%, 3 icons, 3physical)

    Bomb - Ghostkerbomb - 7.25mil (21-30 icons, 10fire, 10earth, 1-10physical)

    Constant - Kelpbeards Trident - 8mil (17-24 icons, 12water, 5physical, possibly 7additional water)

    Constant - Sword of Reif - 10.5mil (17-24 icons, 15fire, 2-9physical)

    Healer - Bag of Healing Dust - 10mil (50% Max HP heal)

    Defense - Thick Smoke Bomb - 15k (100% blocker - SINGLE USE)

    Total Price of Set: 54,265,000 Neopoints

     

    The price tag may seem high but this is going to give you the best all around multi-purpose set in the game. Besides elite weapons this is a very well rounded set. Keep the Rainbow Sticky Hand in the first slot, The Sword of Reif provides the best variation of icons for the price range of the Anagrams. The freezer can be downgraded for the H4000 Helmet to lose the dual duty 3 icon difference. Other than that you are looking at individual, species specific, or stat specific upgrades until you hit the elite sets.

     

     

    ELITE CLASS - 1b Battledome Set

     

     

    Stealer - Rainbow Sticky Hand - 3mil (87% Chance to Steal, Goes to opponent after Steal)

    Freezer/Multiple Duty - Moehog Skull - 250mil (100% Freeze; 15 attack icons, 10air, 5dark; 10 defense icons, 5earth, 5dark ONCE PER BATTLE)

    Constant/Healer/Multiple Duty - Wand of the Dark Faerie - 350mil (Heals 25% of Maximum HP when HP is below 25%, Reflect 75% Light Icons. 21-29 icons, 20dark, 1-9physical)

    Constant/Healer - Illusens Staff - 150mil (Heals 20% of Maximum HP when HP is below 20%, Blocks 100% dark icons, Reflects 75% light icons as dark icons, 14-19 icons, 13earth, 1-6physical)

    Bomb - Ghostkerbomb - 7.25mil (21-30 icons, 10fire, 10earth, 1-10physical ONCE PER BATTLE)

    Healer - Jade Scorchstone- 65mil (100% Heal, ONCE PER BATTLE)

    Shield - Hubrid Nox Memorial Shield - 8mil (Defends 20 icons+, Blocks All Light, 5water, 5air, 5earth, 5physical)

    Defense - Thyoras Tear - 50mil (100% blocker - ONCE PER BATTLE)

    Total Price of Set: 883,250,000 Neopoints

     

    This is what many would call a dream set, these items are the best of the best in their respective classes. As some would say that dual wielding Wand of the Dark Faerie would be the optimal scenario for maximum damage the Illusens Staff offers defensive options that the Wand of the Dark Faerie lacks such as full dark blocker. The Moehog Skull is the ultimate bomb. Setting your opponent up to be completely crushed by your Constants/Bombs. Your Jade Scorchstone is like restarting battle with your pet refreshed, 100% Heal lets you start destroying your opponent all over again. Thyoras Tear pretty much wastes one of your opponents turns and lets you have a good defense when best suited for you, Thyoras Tear unlike the much cheaper Thick Smoke Bomb isn't a one use item, after the battle you will still have your Thyoras Tear. From all accounts the price difference between Jade Scorchstone and the Leaded Elemental Vial are going back and forth. Go with the cheaper option as their effect is the same.

     

     

     

    I can add additional sets for each price range, offering some variety if need be. What do you guys think?

     

     

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  10. The Items that are constant and consistent increases, such as the Altador Strength Potion, are not situated in a spoiler. This is to allow for quick reference and comparison. Hope everyone enjoys the stats and revisions that have been made.

     

    Health Point Class:

    Energising Elixir

     

    10 @ 99.9k = 999k

     

    Increased: 2 HP

     

    Details:

    +0 HP - 8 times***

    +1 HP - 2 times

    +2 HP - 0 times

     

    Approximately - 500,000 per Health Point

    Strength Class:

     

     

    Altador Strength Potion

     

    Constant +5 Strength

    Current cost 325k

    Approximately 65,000 per Strength Point

     

    Strength Serum -

     

     

    1st Testing:

    7 @ 94k = 658k

     

    Increased: 11 Strength

     

    Approximately - 59,818 per Strength Point

     

    2nd Testing:

    24 @ 96.5k = 2,316,000

     

    Increased: 31 Strength

     

    Approximately - 74,709 per Strength Point

     

    3rd Testing:

    10 @ 93k = 930k

     

    Increased: 14 strength

     

    Approximately - 66,429 per Strength Point

     

    Bubbling Fungus -

     

     

    1st Testing:

    12 @ 90k = 1.08mil

     

    Increased: 26 Strength

     

    Approximately - 41,538 per Strength Point

     

    Details:

    -5 str - 0 times

    -4 str - 0 times

    -3 str - 2 times

    -2 str - 0 times

    -1 str - 1 times

    +1 str - 0 times

    +2 str - 2 times

    +3 str - 2 times

    +4 str - 2 times

    +5 str - 3 times

     

    SERIES TEST 2

    8 @ 90k = 720k

     

    Increased: 8 Strength

     

    Approximately - 90,000 per Strength Point

     

    Details:

    -5 str - 0 times

    -4 str - 0 times

    -3 str - 2 times

    -2 str - 1 times

    -1 str - 0 times

    +1 str - 1 times

    +2 str - 0 times

    +3 str - 2 times

    +4 str - 1 times

    +5 str - 1 times

     

     

    Jar of Forest Earth -

     

     

    1st Testing:

    43 @ 40k = 1.72mil

     

    Increased: 48 Strength

     

    Approximately - 35,833 per Strength Point

     

    Details:

    0 str - 30 times

    1 str - 04 times

    2 str - 00 times

    3 str - 01 times

    4 str - 02 times

    5 str - 03 times

    6 str - 03 times

     

     

     

    Defense Class:

     

    Armoured Negg:

     

    Constant +1 Defense Point

    Currently costs 35,100.

    Approximately 35,100 per Defensive Point

     

    BBQ Porkwich

     

    Constant +1 Defense Point

    Currently costs 37,100

    Approximately 37,100 per Defensive Point

     

    Negg of Purity +1

     

     

    15 @ 5.5k = 82,500

    Increased 0 Defensive Points

    Approximately - UNKNOWN but definitely not worth investing in. Already could have had guaranteed +2 Defense with Armoured Negg.

     

     

    Bomberry Elixer

     

     

    1st Round of Testing:

    10 @ 20k each = 200k

    Increased 3 Defensive Points

    Approximately 66,667 per Defensive Point

     

    2nd Round of Testing:

    10 @ 20k each = 200k

    Increased 4 Defensive Points

    Approximately 50,000 per Defensive Point

     

    3rd Round of Testing:

    10 @ 20k each = 200k

    Increased 5 Defensive Points

    Approximately 40,000 per Defensive Point

     

    4th Round of Testing:

    10 @ 20k each = 200k

    Increased 1 Defensive Points

    Approximately 200,000 per Defensive Point

     

    5th Round of Testing:

    10 @ 20k each = 200k

    Increased 4 Defensive Points

    Approximately 50,000 per Defensive Point

     

    6th Round of Testing:

    14 @ 20k each = 280k

    Increased 4 Defensive Points

    Approximately 70,000 per Defensive Point

     

    Therapeutic Swamp Water

     

    Therapeutic Swamp Water 10 @ 342,151

     

    1 - 25000

    2 - 29000

    3 - 30000

    4 - 33999

    5 - 34000

    6 - 35000

    7-10 - 38788

     

    Test Results:

    1- NOTHING

    2- NOTHING

    3- NOTHING

    4- NOTHING

    5- NOTHING

    6- NOTHING

    7- NOTHING

    8- Defense went from Beyond Godly to (21)

    9- NOTHING

    10- NOTHING

     

     

    Intelligence Class:

     

    Sparkle Potion:

     

    1st Testing:

    20 @ 1.5k = 30,000

     

    Increased 40 Intel

     

    Approximately - 750 per Intelligence Point

     

    2nd Testing:

    14 @ 1.4k = 19,600

     

    Increased 19 Intel

     

    Approximately - 1,031 per Intelligence Point

     

    3rd Testing:

    20 @ 1.5k = 30,000

     

    Increased 50 Intel

     

    Approximately - 600 per Intelligence Point

     

    Special thanks to talbs, Keil, b3lldandy, and coeurdelion for contributing data with their own testing.

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