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Next page. Quote saved. View saved quotes Close. Login to quote this blog Login Close. Once you find a fishing location, you need to equip a rod as though you would equip a sword or a bow. Thankfully you don't need bait, as the locations you find scattered across Skyrim will provide the bait for you. All fish are unique in the way they may move and bite on the line.

For example, a bass fish tugging on the line might kick up waves, whereas a river petty will just tug gently. The fish is then added to the food inventory, where you'll be able to cook the fish into a delicious meal - particularly helpful if you're planning on using Survival Mode in your playthrough. Skyrim: Anniversary Edition may have come with a new fishing mechanic, but it won't be much help to players if they don't know where they can find these new fishing spots and locations.

You'll know you've come across a fishing location when you spot a bucket of fish bait. It's also helpful to find rivers and lakes and follow them, as they'll often lead you to new areas for you to explore and find fish.

The only downside is that you'll be taking the long route to discover where the fishing spots are. So why wait? Each location in Skyrim has its own unique fishing map that can be obtained via a number of vendors - including travelling caravans - around the continent.

Head to a General Store of a city and talk to the owner and it's highly likely they'll be selling a map with the continent's fishing spots marked on.

The Rift has 5 fishing spots, with a general map of the fishing area being sold inside the city of Riften, as well as by vendors travelling through The Rift. Winterhold has two fishing spots, with a general map of the fishing area being sold inside the city of Winterhold, as well as by vendors travelling through the continent.

The Haafingar area has four fishing spots, with a general map of the fishing area being sold inside the city of Solitude, as well as by vendors travelling through the area. The Falkreath area has five fishing spots and, unlike most of the other locations that you can find around Skyrim, these locations are mostly tight-knit and sit side by side with one another. To find a map of the Falkreath fishing spots, you can buy a map from a vendor in the Falkreath area, as well as from Lucan in Riverwood.

The Reach area only has four fishing spots, and much like Falkreath and Haafingar, these locations are more tightly marked together rather than spread out across the continent.

In order to find a map of all of the fishing locations for The Reach, you can purchase a map from Markarth's local vendor, or any travelling vendors throughout The Reach. What better way to show off your hard won catches than by displaying them in your beautiful home? Thanks to the Skyrim: Anniversary Edition, you can do just that.

The way for you to display fish in your home is by first making sure that the home you're in will allow for you to build a cellar extension, solely because aquariums and such are unable to be put anywhere but inside the cellar. The cellar extension is available in Hearthfire homes and a few others, such as the house in Solitude. Once the cellar is added to your home, you must use the crafting table to create displays and aquarium cabinets.

Final note - you are, unfortunately, unable to put two different type of fish inside your home's aquarium cabinets. Sometimes we include links to online retail stores. If you click on one and make a purchase we may receive a small commission. Follower: Faendal. This is a character with no ranged capabilities, so naturally, you'll want to fill in that gap with a ranged-focused follower, but with a bit of the One Handed that you have, and the Sneak as well, so he can stick by your side as you infiltrate, slaughter an outpost of close quartered enemies, and set up shop with him at an overlooking position while you lead enemies into his ambush.

Level Race: High elf Play style: The Telepathic is an opportunistic thief who enhances his abilities with illusion magic. A master of the mind, he can confuse or calm even the most powerful enemies. And with Invisibility, and Lockpicking if you need it, he can infiltrate just about anywhere. He can also see enemies before they see him with Detect Life, and distract them with Telekinesis objects flung into their face.

Domain: Cellar Anise's Cabin. Gear : Master Robes of Illusion- Regen. Level: 49 Race: Breton Play style: The demonic patron of Mehrunes Dagon, this beast is unstoppable in nearly any given situation.

Fully adorned with the armor of Daedra, and wielding a massive two handed blade, he is already a force to be reckoned with. Add a mastery of Conjuration to call demonic brothers from Oblivion, and maybe a Follower with a Sanguine Rose, and you are at the head of a small army of matching awesomeness.

Few things are more badass than four fully armored Dremora heading into battle at your side. Domain: Shrine to Mehrunes Dagon. You'll want a Two-Handed follower, of course, to match you and your Dremora comrades. Level Race:Nord Play style:Pure warrior, with every option to meet an enemy on the battlefield. Enemy with a shield? Smash it to pieces with a war hammer, leaving them open. Forsworn dual wielders getting on your nerves? Put up your shield and charge them down!

Two Handed enemies a little powerful? Duck in and out with dual swords for quick strikes without taking hits from slower opponents. Kind of like a rock-paper-scissors sort of thing. Domain: Cracked Tusk Keep. Having a versatile follower serves this build well. Lydia can wield sword and shield, bow and arrow, or a two handed weapon, and can be made to suit any situation, much like the character she follows.

Level: 61 Race: Argonian Play style: An elemental of nature magic and the power of the beast, the Druid is keen in cult magics and blood offerings.

He has the power to shapeshift into a Werewolf at any time, and can summon wolf brothers DG while in that form. You'll be wanting to get in touch with nature with this character, acquiring Lycanthropy at an early level, and only using elemental Destruction magics, Fire, and Frost.

Another important feature of this character is the Ritual Stone, which you will use to pick up any wild animals you meet on your way to a destination. It gets to be pretty amusing as you watch four Cave Bears and two Werewolves storming a fort. Domain: Darklight Tower. Having a follower is not recommended for this build, as most will run in fear if you turn into a Werewolf, and those who don't are melee warriors who will get in the way. Level Race:Orc Play style: The silhouette of my Cleric build, the Sorcerer is a shield-spell caster of the more direct type.

Aggression is a key tactic with this character; you will want to initiate combat with an Atronach, followed by subsequent Destruction magic of the same element.

Rush in, Shield Charge once you have the perk, disarm any melee opponents with a bash or two, and be sure to bathe the field in Wall spells while you're in there. If surrounded, use a few potions to top up, engage the Berserker Rage power, and absorb a few shots as you build up a Master Level Destruction spell, obliterating the battlefield even at high levels.

Domain: Reachwind Eyrie. Follower: Marcurio. A ranged follower who can keep flinging spells while you go in for the strategic defense is marvelous to have for this one. A Mage can also supplement with elemental variety and additional atronachs. Level: 47 Race: Dark Elf Play style: A warrior like no other, Arcane Warrior deals in magic, blasting Fireballs and Thunderbolts from range, and rushing in with Bound Swords and Flesh spells for the aggressive measure.

This character works equally well with offensive and defensive tactics, being quick enough in only cloth that he can speed between enemies with a sword in hand or let Atronachs take the hits while he keeps back and fires away. Domain: Tower of Mzark.

Gear : Master Robes of Destruction - Regen. A ranged follower would be your best bet, using a Mage to supplement your own magical offense and provide summoned minions to serve as a distraction. He has a special set of robes which allow him to call their souls back from beyond the dead, and can Shout to call ancient comrades through time from before the First Era!

As a doom-bound warrior sent astray by the Elder Scrolls, you'll be caring very little for your own safety. Be the centre of attention on the battlefield; all your enemies will rush to you and then you can fall back, to where your follower and undead allies will be catching up, or maintain your ground and sweep the enemies away with the blade of your leader from another time, while you benefit the instantaneous assistance of another master of the Voice.

Domain: High Hrothgar. Having a rounded follower will be most beneficial to this build. She can support from range with archery, and even distract enemies long enough for you to revive a few downed soldiers. Level: 47 Race: Argonian Play style: Stares-At-Ruins was always the curious young Argonian, fascinated with the dwemer from a young age. So, as sad as it was when he disappeared one day, it did not come as much of a shock to his family.

He fell down a well, a long forgotten tunnel to Blackreach, and it was there that he was raised and eventually banished by the resident Falmer population. Now a rogue of his brood and of the surface world, he continues to dwell in caves and ruins, sometimes daring the daylight to kill a traveller and amassing a horde of small, shiny objects, and sometimes raiding Blackreach and dwarven ruins for Falmer artifacts. Destruction and Conjuration are the fundamentals of this build, keeping any enemy at bay with a distracting atronach, while firing away with your own spells to quickly take down almost any foe.

Heavy Falmer armor means you can absorb a few melee shots as you blast away with fire and frost, but you do carry a sword for close encounters, to take them down quickly. Use a Ward when battling enemy mages, and keep the pressure on them no matter what. Domain: Blackreach. Fire, Aug. This character is best on his own. The heavy armor means he has no problem being the centre of attention. Level: 59 Race: Wood Elf Playstyle: The Rogue is a larcenic vagabond, undaunting infiltrator, and a deadly sword hand.

With a sword-dagger dual wielding combo, you'll be swinging the highest DPS melee option available. Pair that with a mastery of Sneak and Illusion, and you've got the fundamentals for the ultimate sneaky assassin. With a high One Handed Skill and a fairly high Light Armor, and you won't have to fear very many enemies in open melee combat.

For more powerful enemies, you can turn their allies against them, or invisibly weave between hordes and slit the leader's throat before they know what hit them. Domain: Twilight Sepulchur. This ensures a high Two Handed skill for a relatively low player level, but it must be kept in balance with Heavy Armor protection.

Be aggressive and own the field with this character, lay down with the power attacks; you'll need to have lots of Stamina, but emphasise the Health a bit more. You're a tank in its ultimate respect.

You'll be hitting hard and you'll need to take hits just as well. If surrounded at lower levels, you may want to fall back a bit and lead your enemies to a choke point, or engage the Berserker Rage power. At higher levels, your Heavy Armor and Smithing bonuses will make hordes your fancy, as you deflect blows like dust in the wind and enemies are swept away by your axe or hammer.

Domain:Largashbur Longhouse. Follower: Ugor. This character would benefit most from a follower with many capabilities, able to support your tanking with ranged force, and also able to take the forefront of the battle if you need to recover.

The Conjurer is an archer primarily, summoning support to keep enemies off him, and in relative place for easy shots. His racial power lets him "charm" creatures, and he can even use a Crossbow DG if he wants. It's a simple yet efficient equation that has worked in RPGs for a long time, and gracefully balances three skills from three classes.

Combat should always start with an Atronach, or at higher levels, a Dremora Lord, for distraction and tanking. Meanwhile, you'll be either summoning a Bound Bow, or pulling out a physical one.

Crossbows are the fastest follow-up weapon as they sit preloaded in your inventory, but Bound Bow is a cheap, unlimited-ammunition resource that keeps up quite well with Master Difficulty. You'll want to get the Summoner perk as soon as possible; the farther away from the heat you are, the better, but your Light Armor ensures you can survive a few hits if it does come down to it.

Domain: Honeystrand Cave. Gear : Conjurer's Armor - Armor - Regen. An additional archer would do nicely with this build. With the versatility of the Conjuration skill, a spell caster would be counter productive and a melee user would get in the way. Level: 65 Race: Nord Playstyle: Dragon Priests are the type that can cast a firestorm of spells, and take alot of damage to put down.

If you've ever heard the expression "tank-mage", this is your equivelant. There really isn't too much that can go wrong when you're at the reigns of this character; even if you do happen to run out of magicka, you aren't the frail, 1-hit meatbag that the average mage becomes when not covered by a Flesh spell.

But that doesn't mean the Alteration class is useless for this character, in fact, I opted for Alteration over Illusion for the protective benefits of Magic Resistance and Spell Absorbtion. Also, this character has enough magicka to easily handle Paralyze spells, which are unlocked at a higher level than most Illusion effects, but the power of Paralysis is arguably as effective as them in most situations, if not more so.

The main focus, however, is Destruction. You are a tank, after all, not a tortoise. High magicka and cost-reduction enchantments let you fire away, while Conjuration and Restoration serve as assurances that this character is very rare to fall.

Domain: Forelhost Stronghold. This character has no trouble being the centre of attention, and is far too busy exploding into flame and disintegrating his enemies to have use for a follower.



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