Discover crafting patterns? (alchemy and enchanting is negli

Post » Mon May 14, 2012 12:29 am

Alchemy, I expect we will learn how to create potions through trial and error. Enchanting new enchants is learned through disenchanting items and using their enchants to put on your weapons.

However my question sits with cooking and blacksmithing. As far as we know for blacksmithing, they give us a tree which allows us to create various armors and such, but will we be given all the patterns? Same with cooking(I assume it's like alchemy in a sense), will we learn recipes or will we just be given them? Will we have to go exploring dwemer ruins to find a secret pattern to craft a super awesome weapon/armor?

I sure hope so. I'm okay with receiving some given recipes/patterns, however I would love nothing more than to fight my way through a daunting dwemer ruin and find a lost pattern to craft an awesome rare weapon... Your thoughts???

Edit: the dwemer is an example.. Just trying to make a point. And the weapon or item we can learn to craft would be unconventional.. Like say a slingshot or something. Bad example once again. But you get my point right?
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JD bernal
 
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Post » Mon May 14, 2012 2:18 am

I don't know of any cooking.

I guess this is your first Elder Scrolls game. Or at least your first in a long time.

Alchemy ingredients have a list of attributes. Like restore health or restore fatigue. Pair up the attributes to get a potion.
Smithing will be steel ingots -> steel item.
Enchantment is have spell -> put spell on item.
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Marcus Jordan
 
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Post » Mon May 14, 2012 11:42 am

I don't know of any cooking.

I guess this is your first Elder Scrolls game. Or at least your first in a long time.

Alchemy ingredients have a list of attributes. Like restore health or restore fatigue. Pair up the attributes to get a potion.
Smithing will be steel ingots -> steel item.
Enchantment is have spell -> put spell on item.

Im pretty sure Enchanting is not working that way anymore. Now we move enchantments effects from items we find onto unenchanted items somehow. I don't think it has anything to do with spells we can cast.
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REVLUTIN
 
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Post » Mon May 14, 2012 12:19 pm

Im pretty sure Enchanting is not working that way anymore. Now we move enchantments effects from items we find onto unenchanted items somehow. I don't think it has anything to do with spells we can cast.
A quick wiki read says that you are vaguely correct. I am okay with this.
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Jynx Anthropic
 
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Post » Mon May 14, 2012 2:47 am

A quick wiki read says that you are vaguely correct. I am okay with this.

Yes, he is. Although learning the effect from the enchanted item destroys that item.
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KU Fint
 
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Post » Mon May 14, 2012 7:48 am

Okay I appreciate the responses, however I was looking for responses which refer to my actual questions... This is all old news. Does no one care whether or not we get spoonfed weapon patterns? No one wants to kill a huge dwemer boss and discover a lost pattern to create an advanced weapon? I love being rewarded like that. Not just spoonfed because I spent a perk point.
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ANaIs GRelot
 
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Post » Mon May 14, 2012 8:00 am

Okay I appreciate the responses, however I was looking for responses which refer to my actual questions... This is all old news. Does no one care whether or not we get spoonfed weapon patterns? No one wants to kill a huge dwemer boss and discover a lost pattern to create an advanced weapon? I love being rewarded like that. Not just spoonfed because I spent a perk point.

The point is that your character learns how to craft from experience not what a piece of paper tells them what to do, besides your character wouldn't be able to read Dwemeris.
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El Goose
 
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Post » Mon May 14, 2012 5:20 am

No one wants to kill a huge dwemer boss and discover a lost pattern to create an advanced weapon?
Because it doesn't make any sense. This isn't an MMO where all the weapons have +200 agi +20000 end +2000 block. It has an item weight, a damage, and a type. You take the metal and you pound it into the right shape.

You craft a daedric longsword. You do not craft Sheogorath's Longsword of Tomfoolery.

If you want that longsword to also provide a bonus to your one-hander skill, you enchant it afterwards. It won't be something special with bonuses pre-loaded.
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roxxii lenaghan
 
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Post » Sun May 13, 2012 8:35 pm

Because it doesn't make any sense. This isn't an MMO where all the weapons have +200 agi +20000 end +2000 block. It has an item weight, a damage, and a type. You take the metal and you pound it into the right shape.

You craft a daedric longsword. You do not craft Sheogorath's Longsword of Tomfoolery.

If you want that longsword to also provide a bonus to your one-hander skill, you enchant it afterwards. It won't be something special with bonuses pre-loaded.

Pretty much this.

Kind of along the same lines, you could kill said dwenmer boss and it could drop an item with an awesome enchantment you haven't seen before. You can then destroy it and add that enchantment to your enchant 'library' to add it to weapons and armour you make.

As for cooking I'm not sure if we can learn new recipes off NPC's or anything, I don't think we can but that's just me guessing. You can find notes on alchemy recipes about the place though, which could be very handy considering how many ingredients there are.
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Czar Kahchi
 
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Post » Sun May 13, 2012 11:06 pm

The point is that your character learns how to craft from experience not what a piece of paper tells them what to do, besides your character wouldn't be able to read Dwemeris.
Dwemer was just an example... You're missing the point. It is my fault for not explaining well enough I suppose. I agree we should have experience but I'd like to find a pattern or something, learn it which then adds it to a list and if my "experience" i.e. Perks allow me, then I can acquire the materials needed to make the item. Not just automatically know how to make a particular sword when I really do not know how to do necessarily.(realistically speaking of course, but then again where do we draw the line on realism in fantasy games? :/ )

Because it doesn't make any sense. This isn't an MMO where all the weapons have +200 agi +20000 end +2000 block. It has an item weight, a damage, and a type. You take the metal and you pound it into the right shape.

You craft a daedric longsword. You do not craft Sheogorath's Longsword of Tomfoolery.

If you want that longsword to also provide a bonus to your one-hander skill, you enchant it afterwards. It won't be something special with bonuses pre-loaded.
You misunderstand. What if I wanted to make an unconventional weapon... Like say a slingshot(bad example but stick with me! And keep in mind Beth could have secret weapons in the game that dont match skills necessarily but slingshot could go with archery). I need special materials to make it.. Idc what metals I need to do so. It could be a dragon bone slingshot but fact of the matter is I need a pattern or schematic to make it. The item I craft doesn't have to be awesome and powerful but unique.

Pretty much this.

Kind of along the same lines, you could kill said dwenmer boss and it could drop an item with an awesome enchantment you haven't seen before. You can then destroy it and add that enchantment to your enchant 'library' to add it to weapons and armour you make.

As for cooking I'm not sure if we can learn new recipes off NPC's or anything, I don't think we can but that's just me guessing. You can find notes on alchemy recipes about the place though, which could be very handy considering how many ingredients there are.
yeah not any new info on this one. I know that.


I give up. I svck at explaining things. I used the dwemer as an example strictly. It's not the reward but the uniqueness of the reward that you can learn to craft. Obviously a steel sword is made with steel. And you can enchant it. Okay. I know that. I'm talking about unconventional items. You see them debut in fallout3 so I expect it in skyrim.
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Austin England
 
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