I Made a Khajiit and Named it "Dra'Zhade"

Post » Sat Jun 09, 2012 3:20 am

is the name i gave it true Khajiit or did it fail

if it failed should I start over or continue along but on a dead is dead play through

if its true Khajiit is it any good ?

I plan for it to be a dual wielding smithing thief and eventually later on the most notorius bandit assassin that ever lived

since im a uber low level are two smithed temperd steel daggers better or worse than the two scimitars i had scavanged off of two now dead Alit soldiers I found tormenting some defencless redguard women on the road to some where (heading to riften but only recently passed by the ritual stone)

can i temper the scimitars ?



how should i spend perk points so i dont get owned in combat but at the same time dont end up with smithing steel till im level 50 ?

I'm thinking of putting 1st 10 levels into health and after that just pumping stamina
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courtnay
 
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Post » Sat Jun 09, 2012 3:44 am

You can improve scimitars, they are a good sword. They use the steel smithing perk for max improvement. There are various things to consider about whether to use daggers or scimitars. With a dagger in the left hand, you will strike faster. However, daggers aren't affected by the fortify one-handed effect (magic items and potions). They also don't have a special perk in the one-handed tree. But they are better for backstabs.

If in doubt, the five base-level perks to increase weapon damage are always a safe bet, in one-handed and archery. You will probably take the sneak attack bonus perks also.

Check out beef stew, vegetable stew and venison stew, they will be useful for your char. by the sound of it.
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Alkira rose Nankivell
 
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Post » Fri Jun 08, 2012 6:46 pm

It is a good Khajiit name. Since there isn't much information on the Khajiit language Ta'agra, it is good to follow guidelines shown by other Khajiit names.

I would recommend leveling health and stamina almost equally, since stamina is important for power attacks and sprinting (so you can close in on mages and archers).

If you're insistent on sticking with the scimitar, might I suggest adding alchemy to your favored skills? It's a common skill for assassins and poisons get uber powerful when you invest in alchemy. With only two ranks in Alchemist and the Poisoner perk, an alchemy skill of about 50, and a minor circlet of alchemy when I brew, my lingering damage health deals 90 damage over the course of 10 seconds, and paralysis poisons last for over 10 seconds.
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Glu Glu
 
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Post » Sat Jun 09, 2012 6:22 am

I ont plan to keep the weapons i have now later on im just tryign to keep the equipment i use on me and anything else ill give to prisoners on the road (Group of Imperials = XP as far as im concerned) or i'll sell the stuff to the 1st shop willing to buy
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Daniel Brown
 
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