Lockpicking Potion Kcd

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Jerica Shilt

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Aug 5, 2024, 11:45:01 AM8/5/24
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Pickinglocks is a valuable skill in the world of Skyrim. Players looking to join the Thieves Guild or the Dark Brotherhood should buy tons of lockpicks and spend time training this skill. Fans can circumvent enemies and infiltrate forbidden areas easily by breaking in. The lockpicking minigame is the same as other Bethesda games and gets easier as the skill gets raised.

The Dragonborn can even craft a Potion of Fortify Lockpicking that powers up the stat for a set amount of time. Players can use the potion when encountering a difficult lock or sell them for sizable amounts of gold. This guide contains all the ingredients for the potion and where to find them in Skyrim.


Potions are made at alchemy tables. Look for them placed inside apothecary vendors, inns, and Jarl holds throughout Skyrim. Once players own a house, they can speak to city stewards to purchase one for their home. Walk up to the table to use it. Ingredients are combined to make potions. Each ingredient contains four different properties. Combining two or three ingredients with the same property will create a potion with that effect. Some ingredients can cause harm to the Dragonborn so be careful. Eating and mixing ingredients will reveal these properties to the player. All ingredients can be found throughout the open world. Some can be bought from Apothecary vendors. Certain items are rare and do not appear in shops. Waiting until the next day can cycle the shop inventories.


These ears can be looted off of Falmer enemies. Search for them in Dwemer ruins throughout Skyrim. Seven guaranteed samples are located in the Animonculory area of the Alftand ruin southwest of Winterhold.


These eggs can be found in bird nests in the Rift area surrounding Riften. Look for nests around Heartwood Mill to the west of Goldenglow Estate. Six guaranteed samples are located at Sylgja's House in the small mining town of Shor's Stone.


These eggs can be harvested from the egg sacs of Frostbite Spiders. Search caves wherever there are spiders nearby. Search the Chillwind Depths south of the Dragon Bridge for harvest points. Seven guaranteed samples can be found in the Companions Guild Living Quarters.


Potion Craft: Alchemist Simulator has left early access. The full game has attracted thousands of fans. However, fulfilling customer wishes is not always that simple. Sometimes it is not entirely clear what kind of potion a customer expects from us. In this article, we will answer the question of what to give the customer to open chest and more.


Reading this article, there is a good chance that you already know how the alchemical map works. You start in the centre of the map and move your potion using ingredients. You have to watch out for the skulls, though, as touching them for too long will make the potion spoil.


Every day, you will be visited by a variety of customers, from the respectable to the shady. Often, they will ask you for potions with the specific effect they want. Sometimes, however, they will only make general recommendations. Your task then is to figure out how to help them. This is the situation with all kinds of things to unlock.


If you want to open a lock, the community provides up to three effects that can help you do this - Acid, Explosion and Dexterity. It's worth noting that sometimes you can't use explosion because the customer is asking for something quiet.


The focus of this release is redefining lockpicking expertise to be more intuitive. Additionally, four more Creation Club DLCs are integrated and most text improvements from Requiem - Alternative Descriptions by Pamposzek are forwarded (but not the consolidated descriptions). For the full list of changes, please refer to the changelog.


Locks in Requiem fall into one of three categories depending on your lockpicking expertise: easy, hard, or impossible. The sweetspot of hard locks only depends on the lock level, while easy locks have an up to 8 times wider sweetspot (the exact value depends on skill and perks). However, lockpicking expertise is presented in a rather unintuitive manner. The values go beyond 100 and the thresholds at which locks fall into a different category are unevenly distributed. This makes it hard to tell the impact of additional lockpicking expertise and whether a potion or enchantment will make a difference.


Therefore, lockpicking expertise is changed to range from 0 to 10 so that each point matters. The odd values 1/3/5/7/9 indicate you can unlock Novice/Apprentice/Adept/Expert/Master locks. The even values 2/4/6/8/10 indicate the sweetspot of all locks up to this level is 8 times larger regardless of skill and perks. This bonus stacks additively, e.g., 4 lockpicking expertise makes the sweetspot of Novice locks 16 times larger. This will reduce the tedium of lockpicking on long playthroughs without lessening the difficulty because hard locks remain unchanged.


This addresses the issue that lockpicking expertise was too readily available with very little investment. This incited all characters, regardless of their background, to pick up lockpicking because it yields more perk points than it costs (this is still true but to a less problematic extent). Furthermore, while being able to unlock Adept locks with just the first perk is a nice quality of life feature, it is a design flaw because it removes any functional difference between Novice and Apprentice locks. To ensure Adept locks do not become an inconvenience with this change Khajiit caravans and Thieves Guild fences always stock a decent supply of Fortify Lockpick potions and the second lockpicking perk can already be unlocked at skill 30.


Horse armors are rebalanced for Requiem. They no longer render your horse immortal, but substantially increase both armor rating and health. Due to the unique internal structure of these two DLCs it was possible to integrate them without adding the DLCs as master files (but you still need the DLCs in order to access the content). Therefore, you can use the permanent discount of 100% on these two DLCs to install them without buying the Anniversary Edition or the Anniversary Upgrade.


Horses in Skyrim are rather disappointing in Skyrim (aside from horse combat cheese). Hence, there are several mods of varying complexity that overhaul this area of the game. Requiem also contains a small horse overhaul with the following features:


However, Requiem still lacks important functionality such as a horse whistle to summon your horse. Furthermore, the included horse armors and the different stats come with their own issues. The armors have a bug that hides the manes of all horses, even wild and unsaddles ones. The horse stats are not visible to the player and therefore a moot decision.


On these grounds, I decided to remove all edits to horse NPCs including the armors and leave this area of the game to other mods or official DLCs. Movement speed changes are reimplemented through movement types edits, i.e., horses are still much faster, but all horses move at the same speed. The Examine power remains uncnhanged because it is a standalone, conflict-free utility.


I've seen TONS of "fortify lockpicking" and "fortify sneak" items. Most of them can be purchased in almost any armor or general store in any town. Some of these items even drop randomly when you kill bandits or bandit leaders.


I do see it in the Thieves Guild though. There's a pair of boots in there with it... Though it's "stealing" if I take them. I managed to find armor of muffling as a "random treasure" in a dungeon, and immediately disenchanted it.


As for the feather comment I have seen something (I cant honestly remember what I horde everything and have so much crap in a single chest takes ages searching but will update with item and where i got it if i can remember) which allows you to carry 20lbs more... I remember my Oblivion character with max feather enchants on full set of perfect madness armour, think my carrying cap was around 800 lol... but i was also level 76 i think... used the training to abuse power levelling and broke level limit... is it me or are the spells a bit more limited now in scope???


in the armor perk trees, there are perks that make heavy/light armor weigh nothing, as well as perks in the Pickpocket tree that increase your max load by 50, 100. there is also an enchantment that you can cast on items to increase carrying capacity.


I'm currently specializing in "Heavy Armor", but not in Pickpocket. However, there's a Standing Stone that basically gives you THREE perks for free. The Standing Stone of The Steed. No movement penalty from armor (so armor doesn't affect your sneak at all, it also doesn't weigh anything while equipped), and it lets you carry more (100 extra pounds is all). I am currently using "The Steed" because of the Questlines I'm doing, and also because I've yet to unlock "Heavy Armor weighs nothing". I'm level 35 or so and haven't had enough Perks to get all the stuff I want just yet. And since we're limited on how MANY perks we can have... I want to invest them all into the stuff my character will use... I don't want to dump a bunch of points into Pickpocket or Sneak when I won't be using it at all. The things I AM dumping points into? Enchanting, Smithing, Two-Handed, and Heavy Armor. Nothing else has gotten a Perk point yet. Once I max THESE FOUR out... I'll consider other skill trees.


What I want to do is find an item that basically lets me disenchant it so that I can have the enchantment for "Feather". I want to enchant an entire suit of armor with it so that I can basically carry a crapload of stuff and will be able to clear out dungeons without having to decide what to take and what not to take.


I'd also like enchantments that help me absorb or protect against magicka, because as a Heavy Armor and Two-Handed fool... Groups of mages tend to murder the crap out of me relatively quickly. I use sneak and a bow against groups of them, but against single or up to three of them, I just hit with my sword and move on.

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