Utilizador:Morrolan/First Time Players Sandbox

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This page will help you begin your Skyrim adventure on a good note. Relevant links will guide you to more detailed information. For general gameplay tips, see Hints.

The Basics

Character Creation

  • The difference between the various races are very small; each race will have some bonuses to skills, but the amount of time required to increase a skill from the minimum level to where racial bonus skills start is very short, and you can master any skill regardless of race.
  • Your appearance has no effect on gameplay, although a few NPCs will make comments about your race. Your chosen race and weight will affect your character's size, but this is not very important.
  • In the base game, you only get one chance to make and design your character so spend as much time as you want tweaking every last detail.
    • The Dawnguard plug-in adds the chance to change your character's features (anything but race and gender) in the Ragged Flagon in Riften by speaking to Galathil. It costs gold each time you do this; the amount of gold is significant to a new character, but not to one that's been playing for a while.
  • It is often best to just jump in and play a character for a bit to see if it suits you and if not, you can always create a new character.
    • If on default settings, the game should automatically save before you are asked for your name, making it easier to skip the introduction and remake your character. Your save game will show your character's name as Prisoner and your race as Nord; if you load that game, you will be prompted for a new name, race and physical description.
  • Gender may have some minor effects in Skyrim, depending on how you play; however, there are no significant effects because of gender. In particular, you can marry any of the NPCs who can be married regardless of your own gender (homosexual marriages are allowed).

Controls

  • The Items menu allows you to select weapons or scrolls for each hand, equip armor and apparel, consume food and potions, or drop items when the weight of your inventory is too high.
  • The Magic menu allows you to select Spells, Dragon Shouts, and Powers, as well as check any active status effects such as diseases.
  • There's a map, which can be used for fast travel.
  • The Skill menu shows the level of every one of your skills. From this menu you can choose new perks for skills and check your current progress towards reaching the next level. When you have gained enough experience the Skill menu will change to Level Up which, when selected, allows you to level up and pick an attribute to increase.
  • There's a Quest Journal, which shares a menu with your Options and Statistics.
  • You can navigate back to the central menu by moving in the opposite direction. (So press Left from the Equipment menu, right from Magic, etc.)
  • You can favorite items and spells from the inventory and spell menus so that they appear in the favorites menu, a small menu that is easy to access during gameplay. Having a group of items and spells that you use often can save you considerable time and effort. You can also select weapons, spells, dragon shouts and other items in the favorites category to hot key them when ever you like.

Attributes

There are three attributes:

  • Health is the amount of damage you can take before dying.
  • Magicka is the energy used to cast spells.
  • Stamina is used to sprint and perform power attacks.
  • You can increase one attribute by 10 points each time you level up. (E.G: you can upgrade your magicka from 100 to 110). If you increase stamina, then your maximum carry weight is also increased by 5.
  • Attributes will not increase unless you select them when you level up.
  • You cannot leave the level up menu until you have chosen an attribute to increase. In other words, you cannot "save up" attribute increases as you can with perks unless you avoid entering the level up menu.
  • There are several enchantments available that increase your attributes.

Combat

  • Hold down the attack button to charge a power attack, or charge an arrow up to full strength.
  • You can press the Draw weapon/Sheath weapon button to cancel firing your bow, and save the arrow.
  • You can equip spells to both hands to cast them simultaneously. If you have the same spell in both hands and have taken the appropriate Dual-Casting perk, the spell will be cast with greater effect.
  • Attacking with a weapon while hidden deals additional sneak attack damage.
  • Pressing the attack button while blocking with a shield performs a shield bash.
  • You can block with a single one-handed weapon (the other hand being empty and with no spell selected), two-handed weapons, shields, or torches, (none of which are as effective at blocking with a shield) but not while dual-wielding weapons or spells, nor while wielding a spell in one hand and having the other hand empty.
  • Many Skill Perks add depth and strategy to battles.
  • Block button while using bow works as follows:
  • Pressing the block button without a drawn bow performs a punch with the bow.
  • Pressing the block button with the bow drawn does nothing without the Eagle Eye perk.
  • Pressing the block button with the bow drawn zooms in with Eagle Eye perk and slows time by either 25% or 50% with Steady Hand perk (both consume stamina).

Skills

  • Gain skill points through using the skill, training with an NPC, or by reading skill books.
  • Each skill has a Perk tree. Better perks have higher requirements.
  • You can increase skills from trainers a maximum of 5 times per level. You cannot "save up" training sessions; the number of times you can train is reset to five each time you go up a level.
  • There are lots of opportunities to gain free skill boosts by completing certain quests. It is recommended to save these boosts until the skill is very high, when it has become difficult to raise.
  • Most skills take longer to level up when they are higher.

Leveling

  • You gain experience toward leveling by increasing skills. Higher level skill increases give more experience for leveling.
  • You get one perk point per level and may assign it permanently at any time.
  • One attribute (Health, Magicka, Stamina) can be increased by 10 points each level.

Your Character's Abilities and Powers

There are three types of skills in the game: Combat, Magic and Stealth. Theoretically, Combat is for warriors, Magic is for wizards, and Stealth is for thieves and assassins, however you will probably find that you want to use all three types of skills. Early on, you will probably specialize in one area.

Each skill group has a passive defensive skill that helps you raise your armor rating to survive combat, a crafting skill, and four other skills. You need to have at least one passive defensive skill, as there will be times in the game where combat is unavoidable, and at least one offensive skill. Crafting skills will make your equipment better, and will also help you make money.

There are also dragon shouts, which you cannot learn at the very start of the game, but if you follow the main questline, you will be able to use fairly early on, and as a new Skyrim player you should try to gain the ability to use shouts as quickly as possible. Most of them give unique abilities that you cannot gain in any other way.

Combat skills

Passive defensive skill: Heavy Armor

Heavy Armor provides very good protection immediately. It does make your movement slower, and moving in it can make a lot of noise; if you want to play a nimble character, don't use it, but it can help you turn yourself into a walking battering ram. Blacksmiths will sell full suits of heavy armor if you cannot find one; most of the opponents you fight early on wear light armor, so you may have to purchase your armor or smith it.

Active defensive skill: Block

Blocking an attack successfully reduces the amount of damage you take from it. Also, you can bash with a weapon or a shield to inflict some damage and stagger your opponent, preventing your opponent from launching attacks. If you want to focus on this skill, use a shield; blocking with a one-handed weapon or two-handed weapon can have some effect, but shields are much better.

Close combat offensive skills: One-handed, Two-handed

These are the basic melee attack skills. Two-handed weapons do more damage per hit and are slower, also they usually have a somewhat longer reach. If you are planning on using sneak attacks, one-handed weapons are the way to go, as they get a damage bonus when you attack without being detected and two-handed weapons do not. However, two-handed weapons have a much greater impact on your opponent's

Starting Out

  • Shortly after you escape from Helgen, you can follow your companion to Riverwood. On the way there, you will pass the Guardian Stones; activating one of these provides a useful bonus that will help you raise your skill experience faster and therefore level-up more quickly. Additionally, there are more Standing Stones that you can find that provide unique bonuses and powers, although you can only have one active at a time.
  • At the beginning of the game, pick up as much armor and weaponry as you can carry. Even if you don't need any of it, you can sell it in nearby towns such as Riverwood or Falkreath.
  • A profitable way to make money is by chopping wood, mining, and harvesting wheat. These activities are geared towards low-level players who are just starting out. For example, when you first arrive in Riverwood, you will find a woodcutter's axe near the mill. Cut wood by picking up the axe and activating a wood-chopping block, and then bring the firewood back to an NPC that's willing to pay you for firewood, such as Hod in Riverwood.
  • After you complete favor quests for some NPCs, they will allow you to take low value items from their store or house. This is a good way to gain small sums of gold and basic potions, as well as ingredients for Alchemy. Also, note that for the NPCs that you chop wood, mine and harvest for, selling them those items counts as a favor quest, so check to see if you can take free items from their houses as well.
  • Don't bother carrying anything to resell that has a value of one gold, unless it has zero weight like an arrow. Shopkeepers give you a fraction of an item's value, and after rounding to the nearest gold, they'll pay you nothing. This is true even if you sell several of the same item at the same time because they calculate the price of one item and then multiply it by the number of items. Eventually those one gold items will be worth one gold each, when your speech skill is high enough, but until then they are worthless.
  • Do not expect to be able to carry out everything that you loot in a dungeon, because once you exceed your carrying capacity, you move much more slowly.
  • Talk to people in towns, especially innkeepers, to find out about side quests that can earn you gold or other rewards.
  • If you find that enemies are too difficult or you cannot carry as much as you would like, try to recruit a follower.
  • Completing the Love Triangle quest in Riverwood will allow you to use Faendal or Sven as a follower, depending on how you handle the quest. Faendal can also train you in Archery, which may be useful to some players.
  • Joining certain factions can provide the player with a free home where they can rest and store loot for selling or personal use later on.
  • Clearing out dungeons at the start of the game will help to increase skills and will also allow you to find more loot. Some special loot in these dungeons may be useful in a later quest, so keeping any unique items you find is advised.
  • Don't spend all of your perk points in a hurry; you may want to use your skills a bit more before you decide which ones to invest in.
  • Buying a house will ensure that you always have a safe place to sleep and store your items. Houses of varying price and quality can be purchased in all of the major cities after performing a few quests.
  • For the first few hours of gameplay, you may want to set the difficulty to Novice or Apprentice until you get the hang of combat.

Quests

  • Quests can be started from practically anywhere: in a town, in the wilderness, or even in the middle of a dungeon. A small number of quests can even be started by reading a book.
  • Quests appear in your journal and can be marked as active or inactive. A quest will automatically become active if it's the only quest in your journal, or if you have no active quest when you receive a new quest. A few quests will automatically mark themselves as active when they are added, even if you have other active quests. You may go into the menu yourself and select one or more quests to make active.
  • Any quests that are marked as active will have a marker to their objective on the compass and map, be aware that on rare occasions there will not be an arrow to the objective.
  • A good way to find quests is to talk to people in towns and, in particular, tavern owners.
  • Many quests end with having to fight a boss-level enemy which is usually much stronger than any other enemies previously encountered during that quest.
  • Common rewards for quests include (but are not limited to) money, enchanted equipment, or followers.
  • Miscellaneous quests are usually shorter quests that have smaller rewards. They have their own sub-section and can also be toggled as active or inactive. Both the individual miscellaneous quest itself and the Miscellaneous Quests section must be active to have those quest arrows appear. Some miscellaneous objectives lead to full quests.

Services

  • Inns, Merchants, and Blacksmiths can be found offering services in towns.
  • You can rent rooms at various Inns around Skyrim for 10 Gold a day.
  • Some NPCs offer training in skills. You may only train five times per level.
  • Some NPCs will also sell spells in the form of spell tomes. Merchants may only have a few available, so budding mages should check with a Court Wizard, usually found inside a Jarl's palace. Higher level spell tomes will not appear until you have the appropriate skill level in that school of magic. Remember to make sure you don't already know a spell, the game will allow you to buy spell tomes for spells you have already learned, which is usually a waste of gold.
  • Major cities have carriages traveling between them, helping you discover new places, however use of a carriage costs gold.
  • Certain NPCs will become your followers.
    • Among other benefits, followers will carry some of your equipment.

Magical Effects

  • Ingredients can be consumed for a minor effect or used to create potions via Alchemy. Either option will gradually increase your Alchemy skill level.
  • Potions and food are consumed for their temporary effects.
  • Scrolls are spells that can only be used once per scroll; they have no magicka cost.
  • Spells cost magicka and are dependent on your skill levels. New spell tomes become available to purchase at higher skill levels.
  • Magic apparel gives you constant magical effects.
  • Soul gems are used for creating custom enchantments on items or for recharging magic weapons.
  • To discover new enchanting effects for enchanting, you must disenchant a magic item with the effect you wish to learn, which will destroy the item.
  • Abilities are constant effects.
  • Powers are useful spells which can be used without cost, usually once per day.
  • New abilities and powers can be acquired from some quests.
  • Standing stones offer a number of abilities and powers, but you may only have one active at a time.
  • Dragon shouts can be unlocked after a certain point in the main quest. They do not require any magicka nor do they rely on skill in any of the magic schools to use. They have a separate cool-down timer, with each shout requiring a different amount of time before you can shout again. In order to unlock new shouts you must find a word wall, and then use a dragon soul to unlock a word of the shout. There are three words of each shout and each word increases the shout's power.
  • Worshipping at a shrine will give you a blessing and cure any diseases you may have, but will remove any other blessings you currently have.

Factions

  • Player Characters and NPCs can belong to more than one faction at a time. Only the Stormcloaks and Imperial Legion factions are mutually exclusive in the original version of the game.
  • Faction memberships sway the dispositions of all NPCs and creatures, both towards the player and towards one another.
  • Certain regions are controlled by different factions, called Holds, and bounty for crime does not pass over their borders.
  • There are four guilds that the player can join: the Dark Brotherhood, the Thieves Guild, the College of Winterhold, and the Companions.
  • The four guilds can be joined at any time, and they have their own storylines that are almost completely separate from each other.

Dungeons and Loot

Dungeons

The standard boss chest
  • Watch for traps. Once you learn to recognize and avoid them, you will be able to lure many enemies into them.
  • Most dungeons end with a boss enemy, normally the most powerful creature you will find therein. They will often be guarding a boss chest containing the dungeon's best loot, and there will normally be a shortcut back to the dungeon entrance nearby.
  • Loot can be found in urns and chests (especially the boss chest), behind locked doors, and on bodies or in ash piles. Most cupboards and other furniture contain useless clutter. Likewise, barrels and sacks often contain only food, but may hold valuable alchemical ingredients instead.
  • Many dungeons have leveled enemies, so it is advisable to bring potions and such when you venture into them because some enemies are extremely strong and can kill you easily.
  • The strength of most types of enemies is determined by your level when you meet them. If you enter a dungeon at a low level and come back to that dungeon at a higher level, the enemies there will be as strong as when you met them the first time, unless it's been a long time since you were there.
  • Most dungeons also have a minimum and a maximum level. If your level is lower than the minimum level, the minimum level will be used instead to calculate the enemies' levels. The same applies for a dungeon's maximum level.

Loot

  • When you're holding more weight than your carrying capacity, you will be unable to run and can only fast travel by horse. You can still jump (although not very high), or use the Whirlwind Sprint shout. Also, drawing your bow will allow you to walk at a slightly faster pace.
  • It's a good idea to cache your valuable loot near an escape route. When you're ready to leave, slowly carry it all to your horse and fast travel to a town. Remember that some towns (like Dawnstar and Falkreath) do not have gates or transition areas, meaning you can ride your horse straight to a merchant's doorstep without having to crawl at a snail's pace through the city.
  • Prioritize keeping useful items over valuable vendor trash. Sometimes it's not worth the weight.
  • In general, gems, jewelry, arrows, scrolls, potions, and books are better to bring to a merchant than heavier items; they weigh little to nothing. A good tip for getting the most money while trying not to go over carrying capacity is only take items if they have a minimum 10-1 value-to-weight ratio.
  • Merchants have limited cash available on-hand. You can still sell them items when they are running out of gold, but they will only give you as much coin as they have left. Essentially, you'll be giving them your stuff for free.
  • Quest items and keys cannot merely be 'dropped' from your inventory. Don't worry: The keys can be stored in chests and have no weight (plus their own inventory section, so they don't clutter your inventory), and the quest items will be removed in time...usually (there are a few bugged quest items).
  • For more details about making money in Skyrim, see Making Money.

Equipment

  • Improve your weapons and armor at Grindstones and Workbenches and enchant them at Arcane Enchanters.
  • You may only improve already-enchanted weapons and armor when you attain the Smithing perk Arcane Blacksmith, although you can enchant already-improved weapons and armor without it.
  • Improving weapons or armor will replace the previous improvement.
  • Unique Items and powerful Artifacts can be found throughout the world, although player enhanced items may become more powerful eventually.
  • Save up on lockpicks, as lockpicking can be difficult. Note that some locks cannot be picked and will need a key.
  • Smithing allows you to create weapons and armor that you can't find anywhere else.

Books

It is worth at least opening any books you come across:

  • Reading skill books gives you skill points.
  • Reading quest books initiate quests.
  • Reading spell tomes teaches you new spells.
  • Some books, including treasure maps and journals, contain clues to help you find things or do things better.
  • In general, the value of a book is a good clue as to how important it is to read. If its value seems to be higher than the (generally low) amount normal for books it is probably worth a read. You only need to open a book to gain an experience point, start a quest, or learn a spell—you don't need to read the whole thing nor take the book (except in the case of spell books, which you can only read from your inventory). All skill books have a value of at least 50 gold, and nearly all have a value of exactly 50 gold.
  • The corollary of this is that you might want to avoid reading books that give points to skills you never plan to use. Increasing skills increases your overall level, which makes foes tougher. Normally, your level increases by you using the skills that help you survive (weapons skills for a warrior, for example), but reading a book on Destruction magic or Lockpicking does nothing to help that warrior survive.
  • There is no straightforward way to take a book to "read it later"—you cannot save books (and their skill points) for later in the game, when your skills are high, and bonus points would be worth comparatively more.
    • You can instruct a follower to pick up books for you, so you can postpone reading them. You do this by entering the follower command mode, then telling them to read the book.
    • If you buy a skill book from a merchant or remove it from a container (like a chest) you can also avoid reading it until later. Most skill books cannot be obtained in this fashion, however.
    • A few quests give skill books as a reward for completing them. These books can also be read when you choose.

Difficulty Settings

There are 6 difficulty settings, accessible from the Journal (Journal > System > Settings > Gameplay): Novice (very easy), Apprentice (easy), Adept (normal), Expert (hard), Master (very hard), and Legendary (pro).

  • Easier settings cause your attacks to be more powerful and enemies' attacks to be less powerful.
  • You can change the difficulty level at any time, even in the midst of combat. If you are having difficulty with a certain enemy or group of enemies, you can adjust to an easier setting, kill the enemy, and then immediately return to your previous level.
  • Reducing the difficulty level can prove especially useful if you have leveled-up by increasing a large proportion of non-combat skills. This can result in facing more difficult enemies while you have insufficient offensive or defensive skills. After working to strengthen your combat-related skills (offensive, defensive, or both) you can try returning to a more difficult level if you like.
  • Difficulty settings have no effect on anything that isn't you. If you have used Conjuration to summon creatures, Illusion to control your enemies' minds, or have a follower with you, the conjured creatures, controlled enemies and/or follower are just as effective on Legendary as they would be on Novice. Also, they only affect combat damage: it is just as easy (or difficult) to pick locks and sneak past your enemies whatever your difficulty level is set to, although trap damage does increase at the higher difficulties (but only if you set off traps).

Novice

The easiest setting. However, playing at this level can still present challenges to inexperienced players. You can still die pretty easily in battles with some of the harder enemies, such as dragons and giants, especially at lower levels.

Apprentice

Somewhat harder than Novice. A good setting for many first-time players, and certainly challenging against some of the stronger enemies you will encounter.

Adept

The default difficulty for Skyrim. Most players will need to understand and employ some of the basic advice in this guide to survive Skyrim on this setting.

Expert

A difficult level. It is suitable for experienced players looking for more challenge in the game.

Master

Upon Skyrim's release; the most difficult setting. Few players can survive long at this level unless familiar with advanced strategies in combat, skill and leveling management, and taking time to acquire and maintain useful resources and powerful equipment. There is little room for error or experimentation for most players at this level.

Legendary

With version 1.9 of the Official Skyrim Patch, Legendary difficulty is now available as an even greater level of difficulty than Master difficulty. At this level, it is advised you develop methods for evasively dispatching enemies prior to engaging them in battle, as unprepared adventurers will be hard-pressed to survive an encounter with even the most innocuous foes, and will suffer a quick, humiliating death against powerful creatures like dragons.

Difficulty Player Damage Dealt Player Damage Taken
Novice x2 x0.5
Apprentice x1.5 x0.75
Adept x1 x1
Expert x0.75 x1.5
Master x0.5 x2
Legendary x0.25 x3