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Skyrim talk:Smithing/Archive 2

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This is an archive of past Skyrim talk:Smithing discussions. Do not edit the contents of this page, except for maintenance such as updating links.

Lunar Forge

Is it possible to create lunar weapons at the lunar forge? — Unsigned comment by 98.87.124.12 (talk) at 23:45 on 4 February 2012

YES theres a book in there that exoplains it too u — Unsigned comment by 99.49.101.228 (talk) at 03:20 on 5 February 2012
No you cannot create lunar weapons at all. You can disenchant Lunar weapons found around the forge and use the enchantment in Enchanting however. (Eddie The Head 09:17, 5 February 2012 (UTC))
No, I used the creation editor to check to see if there is anything special about the lunar forge. There isn't; its just a normal forge. There are no scripts on it. 97.118.193.111 20:15, 8 February 2012 (UTC)
I agree. I had just checked the CK looking for it as well, and then found that CK wiki specifically mentions that you can't forge weapons with enchantments, so I'll remove that from the article. -Vardis 04:15, 9 February 2012 (UTC)

Training via tempering?

Summary: simply tempering one glass gauntlet, one daedric helmet, and one each of ebony armor, gauntlets, boots, bow, mace, and sword took my character from 63 to 78 smithing.

I haven't been paying attention to UESP for a while, as I took a break from the game until about a week ago, but I thought the consensus was that making items was the best way to train the skill. And while I admit the circumstances I experienced are restricted to very few characters, it was impressive in the extreme.

Ok, so my current character is a mage. I took her to 100 enchanting and 100 alchemy, with enough perks in each to double base strength and get +25% to the things I wanted to do. The only perks the character has in smithing are Steel Smithing and Arcane Blacksmith, and she's been running around with Kharjo as a follower for a while now. Since I picked Arcane Blacksmith, I decided to enchant Kharjo's gear and improve it as well; I figured even without the perks, using the Fortify Restoration exploit I could get some really potent smithing gear and potions made and still get super-high improvement on it.

I didn't exploit it to the level of some people; I have four separate +117% smithing items and had a +631% Fortify Smithing potion. It was enough for the sword to show 176 damage even with my One Handed skill of 19. But each improvement increased the character's skill level by one or two points. She was 63 smithing at the beginning and 78 (almost 79) when finished. It certainly seems like the smithing experience gained for tempering is related to the amount of improvement given, much like alchemy improvement relates to the value of the potion made. QuillanTalk 14:34, 8 February 2012 (UTC)

I found making items got more skill early on, but at later levels with fortify smithing gear and potions, you definitely get a lot of experience from tempering, as the gain is proportional to the amount of improvement. I balked at modifying the "gaining skill xp" because I wanted to get the exact numbers first, and didn't feel like testing. :) I gained all my higher smithing levels from tempering, and didn't even have to grind to do it. I just tempered all the ebony stuff I found before I sold it. -Vardis 04:32, 9 February 2012 (UTC)

Smithing formula revisited

I've been pondering the smithing formula for a few weeks now, and have stumbled across something that appears to make a bit more sense in terms of the game mechanics.

My formula for effective smithing looks a bit like this:

Effective smithing = ROUND((Smithing Skill/0.86) - 16) * (1 + Perk) * (1 + Enchant) * (1 + Potion)

In practical terms, this doesn't differ a whole lot from Vardis' formula, but it does (to me at least) seem a bit more elegant, if only because I can explain where the numbers come from.

The first part of the formula takes account of the fact that there are only actually 86 valid values of 'natural' Smithing Skill (15-100). Dividing by 0.86 then subtracting 16 means rescales Smithing Skill to a range from 1 (at a Skill level of 15) to 100 (at Skill level of 100). The rest is exactly as per Vardis' assumptions - perks double effective skill, enchants and potions stack multiplicatively.

Where this gets really interesting (and I think elegant) is what this does to the effective skill levels required for the various improvement levels: Fine requires an effective skill of 0, Superior requires an effective skill of 20, Exquisite requires 60, Flawless requires 100, Epic requires 140, Legendary (1) 180, and subsequent levels of Legendary each require a further 40 effective skill.

I think this works all the way up to Legendary (21), but there may be one or two where the natural skill levels don't quite tally - my guess would be there's something funky going on in the rounding! — Unsigned comment by Caesaralan (talkcontribs) at 16:41 on 16 February 2012

That definitely sounds plausible as to where the numbers started from. To rescale 15-100 to 1-100 though, I think you'd need to adjust to 0-85, rescale to 0-99, then readjust to 1-100. So that'd be ((X - 15) * 99/85) + 1. Rounding can get you similar results, but it won't be precise. I had a cleaner formula earlier that didn't use 13.29 as the adjusted zero point (I used 14 to start with), but the numbers just didn't quite match up.
103 skill is needed for every 3 levels. It's almost a certainty that they wanted 100 skill with no modifiers to have a benefit over having 99 skill (99.13 is needed for flawless). Maybe they didn't like 86/3 or 86/2, so fit 2.5 levels in between 15 and 100, starting with that 1/2 level to get to superior. On a 1-100 scale, 2.5 levels per is 40 per level as you noted.
Anyway, I'd love to have a more elegant equation, but it just didn't match the actual results exactly. I think it's important to have the effective skill for someone who doesn't have any bonuses to be equal to their actual smithing skill, because if you have a table showing an effective skill of 60 being required to get to exquisite, someone having an actual skill of 60 is likely to be confused and wonder why it's not working for them. Presentation of info isn't my strong suit though, so maybe I'm wrong on that one. -Vardis 20:59, 16 February 2012 (UTC)

only improving?

if i take a super OP fortify smith potion does it not affect MAKING armor or weapons or ONLY AFFECT improving?

u guys arent in wiki, but my wiki name is deathsculler ill try to get it here

Deathsculler 05:38, 18 February 2012 (UTC) got it

Fortify Smithing potions only apply to improving weapons and armor. Crafting new weapons/armor is not affected by Fortify Smithing potions. Alphabetface 07:08, 18 February 2012 (UTC)
Thanks. I thought so but that seemed far off. Like how does a potion of X only make u do certain parts of X? lol
Deathsculler 17:10, 20 February 2012 (UTC)

Jewlery

Does crafting jewlery improve smithing skill? — Unsigned comment by 69.27.230.202 (talk) on 29 February 2012

Yes. --NepheleTalk 01:20, 1 March 2012 (UTC)

formula questions

a line in the effective smithing skill: you will reach 874.84, for a bonus of +92/+46 (Legendary 21)

how do you get the "a bonus of +92/+46"? — Unsigned comment by Waldinho10 (talkcontribs) at 02:06 on 6 March 2012

Presumably the +92 is for armor, and +46 is for weapons. — Unsigned comment by 98.235.34.121 (talk) on 21 March 2012
How do you get +46/+92 with that formula? I always get doubled value, despite dividing result by two for non-armor:
  • ARMOR: Floor[((874.84 - 5)/(103/6))*3.6 + 2] = 184
  • WEAPONS: Floor[((874.84 - 5)/(103/6))*3.6 + 2]/2 = 92 93.103.155.75 22:38, 19 May 2012 (UTC)Terraviper-5
The calculation I used to get the "effective" number takes the perk into account, so that number is already doubled by having the perk. You'd need to use the non-perk formula to convert that to get the bonus value. -Vardis 03:32, 20 May 2012 (UTC)
But then I get
  • Floor[((874.84 + 11)/(103/3))*3.6 + 2] = 94
  • Floor[((874.84 + 11)/(103/3))*3.6 + 2]/2 = 47
And on the page it says 92/46 93.103.155.75 11:50, 20 May 2012 (UTC)Terraviper-5
In most cases, 92/46 is what I got after actually crafting them at that level. Oddly enough I did see a few values of 47 on some types of items and figured there was just some issue with rounding. I didn't look into it further. -Vardis 15:52, 2 June 2012 (UTC)

1.5 patch

The skill gain section may need some work, since patch 1.5 takes into account the value of an item now I believe. Daggers are still the cheapest to make, though you may need to change material to speed up skill gains. Personally I never did the dagger thing, usually I just transmuted iron ore, or did steel plate armor asap for higher profit. Transmuting iron ore to gold ore and making jewelry may be a better option that it was before. 69.204.41.246 15:40, 21 March 2012 (UTC)

I did some smithing with a new character last night, and daggers definitely did not give as much experience as they used to. Prior to 1.5, it needed something like 1/10 the current level in made daggers to gain a skill increase (5 daggers with a 52 skill). Even with a smithing skill of 21, it took well over 10 daggers to get a 1 point increase. Jewelry seems to work quite well because the value, and leather armor is now decent. The real question is going to be "what is the most efficient means, getting the most smithing experience for the least amount of raw materials"? Thoughts? QuillanTalk 20:08, 21 March 2012 (UTC)
Well, for me the most efficient method is going to depend upon your current level of skill and the perks available, as well as the gear you have. If you don't have a bunch of Fortify Smithing items but do have perks, what I found to work well was to make the best piece of armor (torso piece) you could make with your perks, then temper it. Bracers et al and weapons typically had low enough values that armor gave a bigger increase, and since tempering the torso piece of armor gives a bigger increase than other pieces it too worked well. With lots of Fortify Smithing items the most effective method seems to be pure tempering of either torso armor or anything made of higher end materials (ebony especially). With no perks and no gear, brute force repetition is likely to be the only option.QuillanTalk 03:47, 31 March 2012 (UTC)

The data you've all posted in this talk section seems to be consistent with the Game Settings, which imply

  • 25 + 3 * item value0.65 base XP for constructing an item.
  • 25 + 8 * item value0.6 base XP for improving an item.

Because of the flat 25 factor and the diminishing returns from the exponent, it looks like Iron is still king for XP per gold spent, and tempering is better than constructing. --Evil4Zerggin 18:10, 6 April 2012 (UTC)

The tempering formula doesn't appear to correspond to XP gains in game. Try creating a new character and tempering iron daggers; the skill increase is noticeably less than for crafting the dagger in the first place. --63.239.65.11 15:12, 5 September 2012 (EDT)

Constructing only:

Item Value Cost Value Value XP XP / Value Cost
Iron Dagger 10 10 38.4 3.84
Leather Helmet 23 60 67.9 2.95
Steel Plate Armor 116 625 222 1.91

I think tempering may be enough to even the score among these, though, since tempering cost doesn't rise as fast as item value.

I don't remember if you get credit for jewelery. If so, transmuting 2 Iron Ore -> 2 Gold Ore -> 1 Gold Ingot -> 2 Gold Rings turns a cheap Iron Ore into a 75 value Gold Ring for almost 75 XP.

Dragon Armor seems to be an attractive choice as well, since the value and XP is high and the materials literally fall out of the sky.

--Evil4Zerggin 18:41, 6 April 2012 (UTC)

Ah, it looks like someone already mentioned jewelery.

--Evil4Zerggin 18:48, 6 April 2012 (UTC)

Okay, I figured I'd fill in some more examples to give a broader idea of what is effective. Temp XP is the XP given for tempering (aka using on a grindstone/workbench), All XP/ OBValueIcon small.png Cost adds up the XP gained from tempering (it counts the materials required to temper it). One question about it - is tempering XP fixed, or is it at least somewhat dependent on how much you improve it?
Item Value Cost Value Value XP Temp XP XP / Value Cost All XP / Value Cost
Iron Dagger 10 10 38.4 56.8 3.84 5.6
Leather Helmet 23 60 67.9 118.3 2.95 5.64
Steel Plate Armor 116 625 222 405.7 1.91 4.62
Dragonscale Armor 1033 1500 373 668.8 0.36 0.81
Dragonplate Armor 2009 2125 461.4 818.4 0.23 0.51
Daedric Warhammer 1009 4000 683.4 1184.6 0.68 1.48
Gold Ring (Iron Ore) 4 150 102.9 N/A 25.7 N/A
Gold Ring (Gold Ore) 100 150 102.9 N/A 1.02 N/A
As you go up in material cost, you get much more experience but at significantly lower efficiency. Tempering items is a great way to quickly improve the value of an item (as well as get much more XP), but it might be less efficient if you're enchanting the equipment to sell. Realize too that this is assuming you're buying and selling at base value, which you can't. • JATalk 21:02, 6 April 2012 (UTC)
Hmm, good point on the tempering--it's possible it depends on the change in item value rather than the total item value. Will have to test this. --Evil4Zerggin 02:07, 7 April 2012 (UTC)
I don't see the point in mentioning/listing either of the Dragon Armors in the context of levelling smithing, because to create either you already need to have maxed out smithing. Ok you could possibly temper either below 100 smithing, but then you'd have to randomly find them, which is exceedingly rare to say the leastDrewski 16:27, 7 April 2012 (UTC)
When smithing jewelery, adding a jewel to ring or necklace adds value to the item and hence to the smithing XP gained, or so it seemed after a quick test. I haven't checked thoroughly, but I think the value of the jewel isn't lost by making bejeweled jewelery, it's added to the value of the item, so use the best jewel you can spare. As I play on an Xbox I can't be absolutely sure of this, perhaps someone could confirm it. Peterguard 16:36, 11 April 2012 (UTC)
I found something interesting. This was on the console version, so no mods. The patch that nerfs the Iron Daggers experience gain has been put through in case anyone was wondering (I also have the PC version). Anyway, I had about 35 Iron Ingots, I saved the game. I made 7 Iron armors, the chest piece, and went from level 27 to halfway to 29. I loaded the game, and made 35 iron daggers... and went from 27 to halfway to 32. Now the math says that the value of all 35 iron daggers is 350, but the 7 iron armor's is 875. Obviously, I should have gained almost 3 times more experience from crafting the armor instead of the daggers.

() So my question is, because I'm not good with making formulas, is the experience you gain a ratio of weight to value? Or is it even more where the level of your smithing matters but it's also a ratio of weight to value. I was going to make some dwarven daggers and dwarven armor later today to see if the same thing happens. Griffmstr 14:10, 30 April 2012 (UTC)

If you are taking the heavy armor material perks, if you want to level smithing fast, regardless of cost or efficiency, then the quickest way seems to me to craft and temper the most expensive item you can make with the best smithing enchantments you can wear. For example, Orcish Armor until you can craft Ebony, then Ebony Warhammers until you can craft Daedric, then Daedric warhammers. I believe I was able to go from 90 to 100 by making a mere 5 or so Legendary Daedric warhammers valued at over 8000 gold each, which took only one trip to Gloombound mine. Vilhazarog 00:52, 22 May 2012 (UTC)
Similar to what Griffmstr did above I took 200 iron, all the leather I'd need, starting at Skill Level 15 (the base starting point), and found the following:
Items made Item name Skill Level After Item Values (using base sell values and ignoring leather used value)
200 Iron daggers 33.33 200*$10 = $2000
50 Iron Warhammer 24 50*$60 = $3000
40 Iron Armor 25 40*$125 = $5000
So the EXP earned is not relational to the quantity of materials but rather the count of final products made.
200 Iron daggers vs 200 Iron Armor vs 200 Iron Warhammers.
So its still easier and faster to level up using daggers since it takes far less materials but dollar to dollar the higher values item will give more $$$ in the pocket (not figuring the leather cost). Philbert 04:15, 26 May 2012 (UTC)

In game time passing?

As I'm currently at uni, I am cannot play Skyrim and test this myself so:

Does crafting items take time in Skyrim? I'm pretty sure that after I've done a major batch of smithing that the time of day has changed dramatically but can see no mention of this happening anywhere.

92.235.236.62 14:48, 22 April 2012 (UTC)

In-game time passes while you are smithing, like most other Activities. The Silencer has spokenTalk 14:52, 22 April 2012 (UTC)

Updating the Article

I was just skimming the article and looking for Smithing trainers when I came across the mention that "many iron daggers can be crafted to level Smithing very quickly", or something along those lines. I felt as though I should point out that this statement is no longer correct after Patch 1.5, and I think it should be removed/ replaced to prevent confusion. If someone would be kind enough to do so, I would be very greatful.

There is already a note explaining the recent patch but I agree that the note on iron daggers should be removed or at least shortened. RIM 19:24, 30 April 2012 (UTC)
Ok, I changed it a little bit for now but I think that the info could be written and laid out a little better. RIM 19:30, 30 April 2012 (UTC)

noonbish player

is smithing really worth it and what should i make? i have a friend who told me nothing but iron daggers i have been but is there something better/cheaper for my wallet/skills??? — Unsigned comment by Alikepiepiepiepie (talkcontribs) at 20:45 on May 18, 2012

Whether it's worth it or not is something more suitable to discussion in the forums. As for the iron dagger method of leveling, the article should mention that as of patch 1.4 or 1.5, that no longer works. Making daggers of whatever the strongest metal you can make is the best method to level Smithing. So, if you can make Dwarven or Glass items, then making Dwarven or Glass daggers would raise your skill more than iron daggers. Vely►Talk►Email 01:05, 19 May 2012 (UTC)
thanks :) — Unsigned comment by Alikepiepiepiepie (talkcontribs) at 13:31 on May 20, 2012
You're very welcome. Vely►Talk►Email 17:38, 20 May 2012 (UTC)

any questions i might be able to answer? i only noob when it comes to smithing — Unsigned comment by Alikepiepiepiepie (talkcontribs) at 14:16 on May 20, 2012

I haven't got any, but if you can verify any information on any of these pages where they say "verification needed", that would be a very useful way to answer some questions. Vely►Talk►Email 18:25, 20 May 2012 (UTC)

No perk upgrade formula

The formula cited (ROUNDDOWN((SKILL+11)/(103/3))*3.6+2) does not correspond to the table values, while the previous formula edited on March 8 (ROUNDDOWN((SKILL+11/3)/(103/3))*3.6+2) did. The previous formula was cited by Kai Heilos (Archive 1, item 37, "Smithing Calculation"; Skyrim_talk:Smithing/Archive_1#Smithing_Calculation) from a Bethesda forums thread.

Which formula is correct? If it's the newer one, could anyone provide a source? (The Item Quality table would also need to be updated). 190.17.13.77 03:38, 21 May 2012 (UTC)

Moved Bug Note

Moved from main article;

  • Smithing improvement is based on the level of the item being improved and any bonuses granted by items. You may see more benefit from equipping bonus items specific to the item being improved than bonus items specific to smithing. For a bow, the Ring of Major Archery (+25%) will get you more improvement than the Ring of Minor Smithing (+12%). A bit of mix and match will get you the best combination.

I moved this here because notwithstanding the fact that I can't find any other mention of this bug anywhere, I also wasn't able to reproduce it, and the author of the note failed to specify what platform this occured on, or to give detail as to why this happened. However, if I'm wrong, please, feel free to re-add this bug (preferably with more detailed information). Kitkat TalkContribE-mail 07:25, 24 May 2012 (UTC)

I suspect whoever added it was confused by seeing the bonus from wearing the Ring of Major Archery factored in, and was counting its effect as part of the "smithing" improvement to the base item. -Vardis 15:39, 2 June 2012 (UTC)

Arcane Blacksmith Mechanics

It is late in my character's adventure, level 52. Perk points are harder to come by. Lately, he has started improving and making jewelry and iron stuff to get the Smithing skill to 60 and push the leveling bar toward 53. If he takes the Steel perk and the Arcane Blacksmith perk, can he improve enchanted armor that really is at its base glass or ebony (whether a standard game enchanted item or player enchanted item)? In other words, would enchanting things then be a "back door" to tempering higher level material items he could not have made? Kalevala 15:44, 26 May 2012 (UTC)

You can temper any base weapon or armour without the perks. The perks allow you to make them from scratch and improve your tempering ability for those items. A quick guide with example numbers,
  • Elven bow without perk - damage 10x1.5 = 15
  • Elven bow with perk - damage 10x2.0 = 20
If you have an enchanted item you must have the arcane perk before you can temper it, but it does not improve tempering further (eg. two perks does not mean 10x2.5). You can however temper your item before enchanting it. The Silencer has spokenTalk 15:53, 26 May 2012 (UTC)
Anything that has already been enchanted can't be improved without the Arcane Blacksmith perk. Anything that is still mundane can be improved for earning skill improvement and then enchanted afterwards, but the stats of the item will drop back to the base level if you do so without having Arcane Blacksmith. I don't know if that's just a display change or if it's really a stat change; if the former the stats will go back up when you take Arcane Blacksmith, if the latter you'd be able to improve the item again once you get the AB perk.QuillanTalk 14:58, 30 May 2012 (UTC)

Formulas and Item Upgrade Do Not Match

() @@@@ Is this example correct? As far as I can tell, the result of +92 is performed using the "without the perk" equation, even though the perk is assumed in the example statement. If this is incorrect, please consider revising. If it is correct, please consider a better explanation how to arrive at the +92, since plugging the example values into the "with the perk" equation yields a value of +182 to Armor and +91 to other items. Thanks for looking into this. :) -Anthoney @@@@ — Unsigned comment by 146.229.115.152 (talk) at 06:29 on 4 July 2012

I moved the above note from the main page, as it does not belong there. Swk3000 19:33, 8 July 2012 (UTC)

As for why you got your specific results, you are meant to use the "without perk" formula as the effective skill level already calculates the perk in. I will reformat the formulas so it's clearer, but they still don't seem to work for any value (except perhaps absolute maximum stats and buffs). It's stated higher up on the talk page, make sure you look before asking. --Liudeius 22:28, 8 July 2012 (UTC)

() I did a bit of testing to see if any of the three formulas corresponded to actual figures, but none of them even worked for non-boosted smithing. These are my figures for reference sake.

Smithing Steel Daggers with 92 smithing and the Steel perk (Bonus(E) Equipment boost, Bonus(P) Potion boost) Base Dagger Attack = 6

Bonus(E) Bonus(P) Total Damage Bonus Damage
0 0 19 13
+42 0 24 18
+84 0 26 20
0 +20 22 16
0 +30 22 16
0 +40 22 16
+42 +20 26 20
+42 +30 26 20
+42 +40 28 22
+84 +20 31 25
+84 +30 33 27
+84 +40 35 29

--Liudeius 21:51, 8 July 2012 (UTC)

I suspect you aren't factoring in bonuses to weapon damage from skills and/or items, but that's just an educated guess. When I worked on the effective skill stuff, I set all that to zero using the console to make sure I was working with the raw base item stats.-Vardis 13:09, 10 July 2012 (UTC)

Draugr/Nord Hero Weapons

I feel like there should be some mention on the Smithing page of Draugr/Nord Hero smithing at Skyforge. Does anyone else agree? If I were newer to Skyrim I wouldn't even realize it existed if I read up on Smithing on this Wiki.

--James 23:35, 19 July 2012 (UTC)

Well, this article page is about Smithing as a skill, not smithing as a craft. Links are provided for the various aspects of smithing, such as crafting at forges or tempering at grindstones and workbenches. On the Forge article, there's a section about special forges, which mentions how to forge the Draugr and Nord Hero equipment. ABCface 04:03, 20 July 2012 (UTC)

Bug?

I'm unable to temper my armor (Penitus Oculatus armor) or weapon (Dawnbreaker) past "Flawless," even though I've got every Smithing perk and my Smithing skill is at 100. Does anyone know why this is? I was able to temper my Enhanced Dwarven Crossbow to Legendary, and then past Legendary using a potion, but I can't temper my PO armor or Dawnbreaker any further than Flawless. It's really frustrating, especially since I tempered Dawnguard armor and Grimsever to and past Legendary for Mjoll. I feel inferior. Any ideas? 72.23.241.65 11:06, 31 July 2012 (UTC)

My first guess would be that they aren't properly assigned to a category (or whatever it is) that lets them get the benefit of having a perk. Bethesda is a little sloppy about such things, and there are a number of other items that have the same problem. -Vardis 01:38, 2 August 2012 (UTC)

Adjuncts not working HELP!!!!

PC, patch 1.6+ My char is at 92 smithing. I made a set of smithing gear, neck, chest, ring and gloves. When I put on the gear the active effects lists the first piece I put on 4 times. As in, silver ring +27, silver ring +27, silver ring +27 etc. All 4 pieces are +27. Then I drink an elixir, +50 for 30 seconds. I improved various pieces but I'll use an Ebony helmet to test here. It went to 41 armor. When I remove all but 1 adjunct and drink the elixir the results are the same: 41. I have put on and removed all 4 smithing pieces in every conceivable order and it is always the same. Only the first piece put on registers. I've saved the game with and without the pieces worn and no effects. Nothing seems to work. The adjunct pieces are simply not stacking. — Unsigned comment by Sniffles (talkcontribs) at 06:20 on 15 August 2012

Tempering Same Weapons

I was curious; if you've tempered a weapon to make it better, can you temper it again to move it up a 'rank' - once you've either increased your smithing skills and/or got addtional relevant perks?

I'm not keen on finding all the bits and pieces to make some of the rarer weapons, so I'd be very pleased if you could just upgrade them again. — Unsigned comment by 80.229.165.55 (talk) at 14:13 on 2 September 2012

Yes, you can temper as many times as you want. If it would produce no improvement (i.e., you're still close to the same skill as when you last tempered it), it'll be greyed out. Robin Hoodtalk 19:11, 2 September 2012 (UTC)

Smithing skill boost items appearing on active effects list but not improving my tempering total at all.

I have smithing at 41 on a "new" character and can temper a dwarven body armour piece from 47 up to 59. When I equip a major smithing necklace (17%) and a smithing ring (15%) the effects show on the active effects list but the dwarven armour tempering boost doesn't change and still maxes at 59. I do have the dwarven equipment smithing perk and the same thing happens to every other piece of equipment I try to temper. Basically the smithing boost equipment does nothing. Anyone else getting this?The Source (talk) 16:55, 11 September 2012 (EDT)

i'm getting similar, if i put my smith set which is now: fine clothes (15%) and bracers (20%) necklace (20%) ring (20%) and go to active powers screen i see 4 line: 2 duplicate bracer lines 15% and 2 duplicate necklace lines 20%, 4 lines in total, so if i try to equip 3 items and check how much i can smith i get 67 then i add the fourth piece 15% and i see no change.--84.108.20.14 23:42, 3 October 2012 (GMT)

Other effective training methods

There are a couple of other training methods that are worth mentioning here:

Dwarven arrows: They give good xp and have materials that are very easy to acquire for free, namely firewood and the various dwarven scrap metals.

Housebuilding: Not exactly an efficient method, but it should be noted that you will get a great deal of xp from making iron fittings and the other parts of the hearthfire houses.— Unsigned comment by 67.1.141.182 (talk) at 17:05 on 13 September 2012‎

Light and heavy armor smithing.

Is it possible for example, to activate elven armor perk on one level and then - dwarwen armor on the next one? I understand that other perks will be postponed to the next level. 174.142.32.173 20:49, 16 September 2012 (GMT)

Yes, you can spend a perk point on Elven Smithing, then spend one on Dwarven Smithing. I not sure what you mean in your last sentence. --Xyzzy Talk 05:23, 17 September 2012 (GMT)

Other?

In the item quality chart, what does "other" mean, exactly? If it is items other than armor, then wouldn't "weapons" sound better, as "other" is just confusing? — Unsigned comment by 71.161.236.18 (talk) at 23:02 on 14 October 2012‎

"Other" means anything other than the chestpiece (eg, "leather armor"). So weapons, helms, boots, etc. -Vardis (talk) 02:36, 15 October 2012 (GMT)

Added leveling method section.

I have leveled smithing to 100 three times recently, and I have found that the quickest and cheapest way is to level using iron -> dwarven -> steel plate. I have added a section with some tips. — Unsigned comment by Sithys (talkcontribs) at 21:51 on 17 October 2012‎

fast leveling

how do i level smithing fast? i tried the jewel method in this article but its rare to get ore. i have transmute but even iron ore is rare P90 user (talk) 04:05, 19 November 2012 (GMT)

You have to mine ore, and mining gets to gems as well. Embershard Mine near Riverwood and Halted Steam Camp near Whiterun both are Iron mines with large numbers of ore veins. Lord Eydvar Talk|Contribs 05:58, 19 November 2012 (GMT)
Also, if you've mined everywhere out, blacksmiths and general stores usually have a few pieces of iron (and sometimes silver or gold, if you don't mind spending the money) ore for sale. I clear them out every time I visit a town, and make up gold rings or gemmed jewelery when possible. It all adds up. Peterguard (talk) 13:38, 19 November 2012 (GMT)


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