Thieves Guild Quest - Golden Glow

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Published on ● Video Link: https://www.youtube.com/watch?v=f7OL_c_CnYY



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Rules
No Fortify/Restoration looping
No forbidden mods (That give players advantage) (If you are new to this, send me your mod list)
Master difficulty (Round 6 is Player's Choice, this competition only. See details below)
No reloading previous saves even if character did not die
No map based fast travel (Round 6 no carriage based fast travel)
Once in Helgen Keep, DiD rules apply
No follower/trainer exploit
Update at least once every 3 days (If you can)

Selected Difficulty Legendary

Magic:

Alteration..................can not use perks
Restoration...............can not use perks
Destruction...............can not use perks
Conjuring..................can not use perks
Illusion......................can not use perks
Enchanting...............can not use perks
you can NOT Enchant or destroy weapons & armors

ENCHANTING NOTE:
You CAN use found or purchased weapons that have a soul trap enchantment, and you CAN recharge weapons using found or purchased, or filled soul gems. You CANNOT cast "Soul Trap" as a spell.

EXCEPTION: You CAN use any powers, abilities, or spells given you at the time of character creation such as flames, nighteye, summon familiar and so forth based on your race.

COMPANIONS:
You may have ONE companion, and any quest given companions you encounter for the duration of the associated quest.

Skills ARE limited as follows:

Heavy armor .................can not use perks
Blocking ........................can not use perks, Shields are not allowed
2 x handed ....................can not use perks
1 x handed.....................allowed .......can not use perks
But you can use dagger / sword / axe / mace

NOTE: 1 handed and dagger CAN benefit from backstab and assassin's blade Sneak perks.

smithing ........................................can not use perks.............you can NOT make or upgrade weapons & armors

You CAN build houses

Archery ........................allowed
Sneaking......................allowed
Light armor ..................allowed
Lock-picking .................allowed
Pickpocket ...................allowed
Speech.........................allowed
Alchemy........................allowed
(all these CAN be perked)

Dynamic Difficulty:
While previous winners and high-scorers are encouraged to go with Legendary difficulty, in reality players may choose whatever difficulty they desire with the following rewards/consequences:

Legendary multiply total points by 1.25
Master multiply total points by 1.00
Expert multiple total points by .5
Adept multiply total points by .25

Apprentice and lower, multiply total points by 0 (basically you are auditing the competition, rather than really playing, but you can still be part of the fun and post character updates and such). For you highly competitive overachievers looking for every possible advantage, be sure to run that slider up to Legendary, eh? :wink:

Hours played: No restrictions

Every player can play the amount of hours he wants, from 7 am Pacific time September 12 to 7 am Pacific time September 26

Quests: Limited
Quests will be limited to a class (Ex: A mage can't do the thieves, dark brotherhood and the companions quest because that doesn't REALLY fit the class. The MQ falls into that category as well.). For round 6, that means no College of Winterhold quests, no Civil War quests, no Dark Brotherhood quests, no Companions quests. For those who want to play stealth assassins, take heart, we will have a competition just for you very soon.

Also, as it stands, my decision is to let the main quest run up to just after reporting back to Balgruuf having slain Mirmulnir at the Western Watchtower. The benefit is (as Rick pointed out) getting Lydia should you want her services, and the ability to gain shouts if you can manage to slay the dragons and priest kings guarding the walls.

The issue of archery and the thief/warrior stones has not been solved. I am not going to make a rule because there is no solution under the circumstances that really makes sense, so.. I will simply offer a recommendation. You have the option to choose whichever stone you want... the fact is that thief skills raise fairly quickly without the benfit of the thief stone while archery is much harder. Even though you're a thief, you may want to choose the Warrior stone, depending on whether you are on console or PC.

You also have the option to switch back and forth between stones, raising one set of skills, then raising the other. Finally, you can go get the Lover Stone, and settle for an overall 15% bonus. Do whatever you think will serve you best knowing that those who get archery under the thief stone will have at least a small advantage.







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