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The Elder Scrolls Blades Guide and Tips by gamepressure.com

The Elder Scrolls Blades Guide and Tips

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Enchanting equipment in TES Blades TES Blades guide, tips

Last update: 18 June 2019

Enchanting items and equipment is available as part of the Enchanter's Tower. It gives you the option to add special bonuses to your items that do not yet have these bonuses (the smaller bonuses marked with a colorless icon do not count).

Enchanting requires money and resources from the player, especially Soul Gems of different quality, which we obtain from missions and chests - Enchanting equipment in TES Blades - Equipment - The Elder Scrolls Blades Guide and Tips

Enchanting requires money and resources from the player, especially Soul Gems of different quality, which we obtain from missions and chests. Each item can be enchanted in one of the seven available ways, and you also have a chance to get additional upgrades (Bonus Enchantments).

Among the additional improvements we can find various increases in resistance, ignoring some of the opponent's defense points or bonuses to healing effects. The latter is the most desirable, but unfortunately we have no influence on the selection of additional enchantments and you just have to be lucky.

The type of bonus you can choose depends on the type of item and the higher the level of your enchanters tower, the higher the rank of the bonus you can choose - Enchanting equipment in TES Blades - Equipment - The Elder Scrolls Blades Guide and Tips

The type of bonus you can choose depends on the type of item and the higher the level of your enchanter's tower, the higher the rank of the bonus you can choose. Their list is as follows:

Weapon:

  1. +X bonus from fire damage,
  2. +X bonus from cold damage,
  3. +X bonus from lightning damage,
  4. +X bonus from poison damage,
  5. +X bonus from damage from a combination of consecutive attacks,
  6. +X bonus from damage that takes up enemy's stamina
  7. +X bonus from damage that takes up enemy's magicka

Shield:

  1. +X bonus from fire damage when blocking an upcoming attack, or after hitting with a shield,
  2. +X bonus from cold damage (also decreases stamina points) after blocking a counter attack or after hitting with a shield,
  3. +X bonus from lightning damage (also decreases magicka) after blocking a counter attack or after hitting with a shield,
  4. +X bonus from poison damage after blocking a counter attack or after hitting with a shield,
  5. +X damage after stunning the enemy with a block;
  6. +X damage to opponent's stamina points after blocking an attack or hitting with a shield,
  7. +X damage to opponent's magicka after blocking an attack or hitting with a shield.

Helmet/Armor/Boots:

  1. +X bonus to fire damage resistance,
  2. +X bonus to cold damage resistance,
  3. +X bonus to lightning damage resistance,
  4. +X bonus to poison damage resistance,
  5. +X bonus to maximum health,
  6. +X bonus to your maximum stamina,
  7. +X bonus to your maximum magicka.

Gloves:

  1. increases fire damage by X,
  2. increases cold / frost damage by X,
  3. increases lightning damage by X,
  4. increases poison damage by X,
  5. restores health points by X after causing damage depending on the type of weapon used,
  6. restores stamina points by X after causing damage is dealt, depending on the type of weapon used,
  7. restores magicka points by X after causing damage has been dealt, depending on the type of weapon used.

It is worth focusing on the healing effects of gloves and counting on the fact that other parts of the equipment will also get this among the extra bonuses. This stems from the fact, that healing between fights originates exclusively from food lying here and there (although in random dungeons of Abyss we will not find it) and not very profitable health potions. Healing skills and spells are the best solution, but we will use them only during the duels and then you can see how important it is to increase the healing effects.

Potions and poisons

Potions have a positive effect on our hero and poisons that are being used on enemies are a less important part of The Elder Scrolls: Blades, but this does not mean that they are completely useless. They work well in some situations and certainly it is worth to keep a few gained along the way (from chests/missions/Abyss), but the constant creation of new potions in the alchemist's workshop is not profitable at the moment.

Why creating potions is unprofitable? Brewing the weakest potions is a matter of seconds, a small number of ingredients and gold, which with the next ranks quickly becomes troublesome. Ingredients are missing, brewing starts to last for long minutes, and the ratio of spent gold to healed health points is becoming more and more unfavorable. Therefore, if you use them, take the weakest ones... unless you have a lot of resources and patience.

The player has access to potions and poisons only during missions and dungeons of Abyss. The appropriate window can be opened by touching the health bar or through the character's equipment menu. Then, drink potions or put poison on the weapon. In addition, when the bar of our health, stamina or magicka is almost empty, an icon appears on the screen allowing you to quickly drink the appropriate potion. On the one hand it is convenient, on the other hand - many players complain that they are constantly accidentally touching these icons, so it is worth noting.

Potions with positive effects

  1. increases resistance to fire damage by X for 10 seconds,
  2. increases resistance to cold damage by X for 10 seconds,
  3. increases resistance to lightning damage by X for 10 seconds,
  4. increases resistance to poison damage by X for 10 seconds,
  5. restores X health points,
  6. restores X stamina points,
  7. restores X magicka points.

Poisons:

  1. target takes X more fire damage for 10 seconds,
  2. target takes X more cold damage for 10 seconds,
  3. target takes X more lightning damage for 10 seconds,
  4. target takes X more poison damage for 10 seconds,
  5. the target reduces its life regeneration rate X per second for 10 seconds,
  6. the target reduces its stamina recovery rate of X per second for 10 seconds,
  7. the target reduces its magicka recovery rate by X per second for 10 seconds.
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