Leveling up is currently used for 2 things: Score, and enchanting.

Score

1 orb

== 1 point .

This score is displayed upon death (and possibly game completion.

I haven't gotten that far :P).

Enchanting

As you collect orbs, your experience bar fills.

Everytime it gets completely full, it empties and you level up.

In this screenshot, the player is level 1.

Once you have an enchantment table , you can spend your experience on enchantments .

These give one of your tools a special ability, such as a chance to not take any wear each time you use it, and additional harvesting speed.

Enchantments cost 1 to 3 levels depending on the type of enchantment, but you must be a certain level to access each one.

The highest tier appears to require you to be at or above level 30 to use, while still only costing 3 levels per enchantment.

One thing to note is that as of Release 1.8 enchantments also cost 1-3 pieces of Lapis Lazuli depending on the enchantment.

BEFORE RELEASE VERSION 1.8

Every enchantment has a cost paid in levels.

I.e. Level 2 enchantments cost 2 levels of experience.

In my screenshot above, the player can only buy level 1 enchantments, because he's only level 1.

By default, you can get up to level 5 enchantments with an enchantment table.

Placing bookshelves around your table will unlock higher level enchantments.

Your experience is reset when you die, although you do drop some experience orbs, which can be recovered like anything else you drop, assuming you find your death spot.

The amount dropped is 7 times your level, up to 100, or enough to reach level 5 .

As of 1.9-pre4, leveling up provides skill levels that you can spend on enchantments for your items.

And as of 1.9-pre2, your total experience acts as a way to keep score: one experience orb equals once point .

Combined with hardcore mode (which forces a player to delete their world upon death), it introduces elements to bring Minecraft more in line with the Roguelike genre of games—including Nethack, Angband, and Dungeons of Dredmor—that generally report your score upon game completion (read: death).

In the future, Mojang has talking about how leveling up will eventually provide a way to increase skills.

What that means and how it's accomplished is entirely speculatory at this point: the only thing known for sure is that gaining enough experience orbs to "level up" would award skill points that could be spent on "powering up abilities".

In terms of what powering up abilities means, Notch said : You could upgrade run speed, or like, maximum health, or uh, [inaudible].

Stuff like that.

It's unclear if this was an idea that's been replaced with enchanting or an alternative to enchanting that has yet to be implemented.

According to the behind the scenes video for the trailer (starting around 1:35)

there is currently no use of experience.

However, a future release will use experience (for some currently unknown purpose).

It wasn't obvious whether this would carryover, so I'd say it's 50-50.

As of Sep 10 '11, it has no use at all .

That's because Beta 1.8 is Adventure Update Part I.

It will have a use in Beta 1.9, Adventure Update Part II, along with NPCs and more!

As of Minecraft release version 1.4.2, aka the "Pretty Scary Update", Anvils were introduced, serving all sorts of different functions.

In accordance to your question, they serve two functions related to experience: 1:

Repairing and Renaming Items Unlike crafting to repair items, Anvils can use materials to repair or combine two items.

Anvils can both retain enchantments and expand on them.

The player can also rename any item - not just tools or armor - using this method.

This costs levels proportional to what is given.

Simply renaming an item will cost 5 levels for a non-tool/armor item, whereas renaming and repairing an enchanted tool/armor is substantially more.

On each use, anvils have a 12% chance to be damaged.

On its last use, the GUI will close and the anvil will disappear, dropping the item on the ground.

Combining Enchantments Due to the lack of a level cap in creative mode, it is now possible to combine any two (or more) enchantments on two items.

Owing to the anvils ability to add two enchantments together to make a better version (like two sharpness 2 swords can be combined to a sharpness 3 sword), and the lack of a enchantment number cap (a knockback and looting sword can be combined with a fire and sharpness sword to make a knockback, looting, fire, and sharpness sword).

Alone, each of these attributes is useful, but when combined together, it is possible (in creative) to make a Sharpness V, Fire Aspect II, Knockback II, Looting III Diamond Sword from a whole pile of lower enchantment tier diamond swords.

(Ex: 16 Sharpness I swords, 4 Fire Aspect

I swords, 4 Knockback

I swords, and 8 Looting

I

swords can be combined into a sword with the enchantments listed above.

You need XP for enchanting or repairing tools on an enchantment table or an anvil.

gaming.stackexchange.com/users/86862/Arthur Motta Duarte Sá

Question: Starting with beta 1.8  prerelease ,  Minecraft  players earn XP when they kill mobs!  What are the benefits of leveling up? More health? More damage? Larger inventory?

What's the point of leveling up in Minecraft?

Leveling up is used for score and enchanting. You can also use it for repairing and renaming items.

Leveling up is mainly useful for score and for enhancement purposes, although in older versions XP has no effect.

Leveling up increases the score and gives the ability to enhance or to combine enhanced items.

It is suggested that in older versions there is no effect.


I'm also playing as Xian and here's my tactic - Always opt for bladed weapons with Thugs.

Rather than charging in and taking a bunch of erratic swings, try to aim directly for the upper arms.

If you take a moment to decide where to swing you can usually amputate his arm with just one hit.

Repeat on the other side as well.

Now the only thing that you have to watch out for is his bite.

Try to time the rest of your advances between these attacks and it shouldn't take long to kill him at all - maybe 4 or 5 swings depending on where you hit him.

Also, remember that you always have your fury mode as well (if you've opted to put skill points in that tree).

Fury works great with Thugs and will kill them in very few hits.

Just make sure to time your attacks correctly because you can still get knocked down by his punches.

Find a pillar or an object, and run around it.

They are often quite slow to turn around

that's when I get in a bunch of hits.

Of course, if you have a molotov, grenade, or exploding canister, that's the easiest way of dealing with one.

Wait until the thug takes a swing at you, then quickly hit him once.

He should start to yell and wave his body about, without actually swinging at you, you then have about 2 seconds to get in as many hits as possible (preferably going for his arms) before he starts attacking you again.

Rinse and repeat until he's dead.

One deo bomb from far enough away not to hurt you.

I would recommend this for ALL characters past act II The easiest way to take down a thug would be to get it by itself, then grab out a shotgun.

At point blank range, you should be able to blast its head off, using a minimum of one to five shots, depending on the character.

Of course, Purna has her advantages but it can still be achieved.

Shotguns can be found in one of the Police Station lockers and in level 2-3 chests

I found a great way to handle thugs with any character, not just Xian Mei!Just stand a distance away so that his swings wont hit you, but you can kick him (yes this works).

For some reason kicks make him roar.

Keep kicking until you see him ROAR.

Now here's your chance to get in and attack the arms!

(If you actually make him stumble when you attack him after his roar, jump backwards quickly using back + space since he WILL counterattack) Repeat this action, keep kicking out of range of his swings, until he ROARS, then get in and attack the arms.

Just remember, if the thug stumbles, he WILL do a counterattack, so jump back when you see him stumble.

Soon both arms will be cut or broken, so now aim for the head, and watch out for his bites.

Thugs = free XP!

(Much easier if you have a weapon with an impact-like mod, once you land a crit you can headstomp him)

The absolute easiest way to kill a thug as Xian Mei requires you to get 2 things

but once you have them, will allow you to kill a thug effortlessly, in seconds without taking a single hit.

You will need: Head stomping ability.

Hand of Glova (developers

mod from brown skull)

Once you have these two, run right up to the thug and use the glove.

It will shock him and immediately knock him back and throw him to the ground.

Walk right up to him before he stands up, aim at his head, stomp.

Xian will stomp on his head and instantly kill him.

I've been doing this as her for some time now

and it works perfectly.

Use the glove sparingly, if possible, because it does cost quite a lot to repair.

If you walk in and hit him once then, press S(back)

then press spacebar (jump) you will jump out of the way of his swing.

You can keep getting hits this way without taking damage, if you are careful.

I've found that both thugs and floaters are pretty easy if you can run up on them and around their back.

Once behind them they are too slow to turn, so you can kick that aish with impunity.

Wait until he does his Tarzan, arm waving animation then run in slashing as you strafe to a position behind him, if you have the Toxic or Old Smokey Mods, the proc usually goes off by the time I'm behind them where I just hack away whilst they're throwing up or in midst of electrocution spasms.

I found the best way, I aim for each shoulder (Never use Digital for Xian or SamB) using Analog control setup, and Swing diagonally according to the side, this will chop each Arm off, it shouldnt miss if u have a decent Sharp weapon close to your Level.

Once both arms are gone, he cant knock u down anymore.

I either just beat at him while keeping my Distance (he will headbutt/bite) or u can break one of his legs to make him a sad excuse for an enemy

Question: I am playing as Xian. Is there a way to kill thugs without being hit by it? It seems to take 10-15 weapon throws to kill the thug as Xian. Is there a better way to kill it?

What is the best way to kill thugs as Xian?

Amlways opt for bladed weapons with Thugs. Try to aim directly for the upper arms. Find a pillar and run around it. They are often quite slow and you can get in a bunch of hits. You could also try blasting his head off at point blank range.

Choosing specific weapons, as well as, taking advantage of their slowness are the most prominent ways of killing thugs.

Using bladed weapons to amputate both arms is a valid strategy.

Taking advantage of Thugs being slow offers a way to kill them.

Using a shotgun from point blank range is suggested.

A combination of items and skills offers a way to kill them.


From a Reddit thread about stronghold distribution, it was reported that Jens (the development lead on Minecraft) said at PAX that strongholds spawn within a 500 block radius, centered around your initial spawn point.

As of 1.8, the number of strongholds spawned per world was increased from one to three, which makes them rare, but not egregiously so like they were in 1.8-pre1.

Combined with the 500 block radius spawn parameter, if you do any amount of exploring, you should hit one by sheer dumb luck.

If you're impatient, there are alternatives depending on the version of Minecraft you're using: Beta

1.9 As of 1.9-pre4, you can use Eyes of Ender to locate the direction of a stronghold by throwing them up in the air.

Once thrown, they'll change direction to point to the stronghold.

Example usage from CaptainSparklez: Beta 1.8

There is no in-game way to find a stronghold, but you can use a cartography program like MCMap

Live (Mac) or Cartograph G (Windows)

(see also this question for other alternatives) to look for tell-tale signs of a stronghold: iron bars and bookshelves.

Here's a render of a world I just generated, highlighting bookshelves (click to enlarge): The bookshelves are just barely visible at this resolution, but they're marked by the green circles.

Enhance!

Bam, stronghold.

The render is from x=-750,z=-750 to x=750,z=750 , so it appears the Strongholds are on the very cusp of the reported 500 block radius limit, if not a little outside.

There is an in game mechanic for solving this problem.

Use Eye of Ender

If you want to get into the end, be sure and bring a bunch of them though!

I take the seed ( F3 ) from the world in which I want to find the stronghold, and start a creative map using the same seed.

When you do this, you have an infinite number of eyes of ender to throw (throw by right clicking).

Once you find the stronghold by throwing the eyes of ender, and then following them (you will have to dig to get to it), write down the coordinates of the stronghold ( F3 ), and then go back to your original map.

Head to the coordinates of the stronghold you found, and, if you used the same seed in your creative world as you did your original world, the stronghold will be there.

This method makes it so you don't have to kill lots of endermen to get the eyes ender.

Hope this helps!

It's pseudo-random, though you can probably find strongholds with something like MC Map Live , though it's only for Mac OS X.

Here's the Windows equivalent, though I'm not sure if it'll work for 1.8.

Cartograph .

Just explore your world and manually search for strongholds on the map.

You can always use triangulation if you're inclined to work out to solve similar problems in real life too.

Lots of great answers here, but no techniques on practically finding the strong hold with eyes of ender.

The Bottom-Line is, eyes of ender are rare

so you need to use a technique called ' Successive Overrelaxation ' .

In short, when you know the direction from the first throw, just run, and run and run for a long time.

Then, throw again.

And rinse and repeat.

This technique preserves eyes, and it saves some time too.

Question: I've been searching for hours in the game to find a Stronghold and haven't seen one. Apparently lots of mobs and treasures can be found there, but the question is where can we find those?  Can we find them near a ravine or abandoned tunnels?

How can I find my World's Strongholds?

The number of strongholds increased from one to three in 1.8. As of 1.9, you can use Eyes of Ender to locate the direction of a stronghold. You can also use a cartography program like MCMap.

A suggested distribution of strongholds as well as certain techniques are useful tools in order to find strongholds.

Certain amount of strongholds spawn in specific areas thus making it easier to find them.

Using Eyes of Render along with a certain technique serves as a solution.

Several programmes could be used to detect stongholds.

Using triangulation could serve as a solution to the problem.


Put vines on the outside of your house.

Instead of grabbing blocks from your house, they will grab the vines, and the vines will just grow back.

It's a self-preserving defense mechanism against endermen.

Endermen take damage from water.

So: surround your house with a moat.

As long as every floor tile on the same side of the moat as your house is sufficiently illuminated (i.e., within 7 blocks of a torch, 8 blocks of glowstone, close to burning netherrack, etc.), Endermen should not be able to get to your house to disassemble it.

Bear in mind that, generally, the roof of your house is probably also a valid place for Endermen to spawn—put torches up there, too!

Note that lava is also an effective deterrent, but it will also destroy any dropped items from enemies. Update (October 3, 2012)

: a mere moat is no longer sufficient.

My current strategy for preventing harassment by endermen to build my house with a diagonally sloping roof and put a water source block at the uppermost point, completely submerging my house in running water; the interior contains only a nether portal in waist-deep water.

The nether portal emerges into an enclosed tunnel that spirals down into the depths of the nether and is heavily illuminated, where a second portal returns you to the real world in my actual subterranean home.

Endermen can't take some types of block, so make a wall around your house with those materials.

They can't take obsidian but it's hard to harvest, but if you wait for 1.9 Endermen won't be able to carry stone-type blocks.

(Already in 1.9 pre-release 2 they can't)

Last of all: don't look at them so that they won't teleport inside your house!

It's possible to use a cobblestone generator and pistons to build a self-repairing house.

If you're clever with the redstone you won't spot where the pistons and circuitry is hidden.

Edit: Here is a video example of a stone self-repairing house.

Endermen are 3 blocks tall, so: Make a moat full of water as jsnlxndrlv's answer suggests.

Make your house interior

shorter than 3 blocks.

Not three blocks or less, but no higher than 2 blocks! Make your exterior walls from diamond blocks as chichiwauwa09's answer suggests.

They can't get to your house, can't steal blocks, and can't teleport into your house!

So do this, and you're Endermen-proof.

As of Beta 1.8 or possibly earlier, Endermen cannot grab slabs.

Since you can make blocks out of two slabs stacked on top of each other, you can build structures using double slabs.

It is extra clicking, and slower, but it's Endermen-proof.

It might take a lot of looking (and sometimes hacking, depends which one you prefer) but Endermen can't pick up diamond blocks or bedrock.

Try making your house out of them.

(You can use inventory or map editors to get diamond blocks too, not just bedrock).

Enderman can only pick up a very limitted number of block types.

These include: Grass, Dirt, Mycelium, Sand, Gravel, Clay, Pumpkin, Mellons and TNT.

See the article on Enderman - Moving Blocks on the Minecraft Wiki ( http://minecraft.gamepedia.com/Enderman#Moving_blocks ) for a complete list.

Make you house out of any other block and Endermen will not be a problem when it comes to stealing your wall.

Question: Since Endermen are capable of picking up blocks, they can pick up your blocks from your house.   What's the best way to prevent Endermen from stealing your blocks?

What's the best way to protect your house from Endermen stealing your walls?

Build a wall outside your house out of materials that Enderman cannot pick up (diamond blocks or bedrock). You can also use a cobblestone generator to build a self-repairing house.

Certain types of block is the most valid option to prevent Endermen. Furthermore, moats and other structures could be useful.

Using certain types of blocks could prevent Endermen from stealing the walls.

Depending on the current version, Endermen could be stopped using specific structures such as moats.


From the Borderlands Wiki : Shotguns work well against Spiderants, not only because they can easily disorient, but also because follow-up blasts to the abdomen can usually take down even the toughest specimen.

The larger varieties of Spiderant, particularly Badasses, are also much harder to disorient by comparison to their smaller counterparts or even when compared to the optional bosses.

A solution is to focus the targeting element on the upper fringe of the armored head while backpedaling.

Due to a collision detection quirk involving their walk animation, several of these shots will register as abdomen hits, dealing critical damage from the front even though the abdomen itself is not truly exposed.

A player with a good elemental (preferably corrosive, due to its long DoT duration) weapon can keep a spiderant completely defenseless as they stagger and are open to abdomen attacks.

This is also one of the only reliable ways of staggering a "Badass" Spiderant Essentially, shots aimed high may count as critical hits, and an elemental attribute to your weapon can only help.

I usually drive over the bastards as much as possible.

I generally swap to a high capacity SMG and fire off bursts of shots while strafing/backpeddling.

The reason for the burst firing is to get the disorienting shots to trigger so they turn.

If they don't, just keep burst firing.

Once they've turned their abdomen is wide open and you can unload the rest of the clip for almost 100% critical shots against the spiderants.

I always relied on elemental damage to kill them, using either corrosive or fire damage to do a bulk of the work.

That has worked for me with a Siren or Soldier.

With SMGs and Assault Rifles, you tend to get abdomen shots occasionally while circle strafing, even when it isn't stunned, which also helps.

As a Hunter, I'd try and rely on pistols with 3x or 4x elemental component (Defiler comes to mind), and let the DoT do the damage.

This will prevent you from dumping all of your ammo into them.

To add to Keaanu's answer, since you're playing as a hunter, using a masher revolver instead of a shotgun might be a good idea.

The skills in the gunslinger tree, especially gun crazy, can help make up for the lack of an element on mashers and you've probably got decent revolver proficiency bonuses built up by now too.

If you wish to take out "the big ones" with ease, you should aim for the abdomen as much as you can.

This is easy to do at range, as long as you get the timing right.

Keep them at a distance, and get them to use their ranged attack.

When they do this they hug the ground, while pushing up their abdomen, making the Critacal Spot an easy target.

You can also kill them with a SMG "Anarchy" because as it says on the wiki: "The Anarchy SMG fires a spray of four projectiles per shot at the expense of two rounds from the magazine.

This effect essentially turns the SMG into a high-speed Shotgun that is able to throw up a "wall of flak" I'm a soldier myself, and have taken out just about everything with my Double Anarchy (Even the Badass versions) Hope that helps

I've found that things like explosive SMGs have been very effective for me.

It seems to me that the abdomens of spiderants seem to have extra vulnerability to explosive damage.

I always carry a back up corrosive weapon, and I suggest you make one or two part of your loadout.

The game itself states you should use corrosive weapons for armored enemies like Spiderants and Alpha Skags.

The best thing for them is a corrosive shotgun.

Because of the spread shot it will hit the abdomen or belly when not directly aiming there.

Or, if you prefer a bit more accuracy, a corrosive revolver or sniper will make short work of them.

Question: How do you deal with big spiderants?  They take basically no damage unless you hit them in the abdomen. And the big ones are hard to disorient. I'm playing hunter, so sniper rifles and revolvers are my most used guns.

How do you defeat big spiderants?

Shotgunswork well against spiderants. You can also use a masher revolver and carry a back up corrosive weapon.

Several types of weapons are suggested as legitimate options.

Shotguns, SMG, corrosive or fire weapons, masher revolver could defeat big spiderants.


What I would do is give myself ice blocks, fill up the lake, and then break the ice blocks.

That's the easiest way, in my opinion.

There's no practical way of fixing this ingame.

The closest would be to fill in the area completely with sand, then systematically replacing each block with a water source from a bucket area, column by column

(you can't do this layer by layer without having nasty downwards currents ).

If you don't want to use external programs, I suggest claiming this area entirely to your base.

Make it a small and cozy underwater base or something (making a layer of water deep 1 is still a lot of work, but one level of magnitude less than clearing that mess.)

If you do want to use extenal editors, tools like Worldedit have what you need ( /fixwater ).

I've a technique that I've used to fill in some large lakes; as well as a deep and wide network of canals and moats.

It requires some patience though.

Here's the solution I use to fill in large bodies of water: You will need: A couple of buckets; At least two, but more if you don't have a convenient way to replenish them.

Lots of easy to destroy blocks.

I usually use cloth because it can be broken quickly and stands out well against natural blocks, but dirt works just as well.

Needless to say, you cannot use sand or gravel because it is affected by gravity.

Make sure the area to be filled is initially dry so that you can make sure you fill it completely with spring blocks.

Starting from the very lowest layer, place spring blocks until the bottom layer is fully flooded.

Fill the next layer with your cloth blocks * ;

Every empty space that must be filled with water needs a cloth block instead.

Starting from the center of the area to be filled, remove blocks one at a time and put a water spring block in its place by targeting the edge of the adjacent cloth block.

Once the current layer is completely replaced with water, go back to 4.

You can actually optimize this a bit by placing the blocks in stripes spaced two apart.

Filling first the spaces, and then going from one end of the stripe to the other, removing each block and replacing it with water.

It looks like the section of lake here forms the corner of a rectangle, yes?

Like so: Assuming O is 'correct' water, and X is uneven water:OOOOOOOOOOOOOOO XXOOOOOOOOOOOOO XXXXXOOOOOOOOOO XXXXXXOOOXOOOOO XXXXXXOOXXOOOOO XXXXXXOOXXXXOOO XXXXXXXOXXXXXOO XXXXXXXXXXXXXXO XXXXXXXXXXXXXXO

In that case, this should be relatively easy: just cover the entire corner in dirt blocks, each placed one block beneath the surface of the water.

Once the entire corner is covered, the water level will flatten, and you can destroy the dirt blocks to fill in the bottom of the lake.

The only reason you should need a water bucket is if there's an entire horizontal or vertical row of blocks that's uneven.

First, fill it up with sand or something up to the water level.

Then pour water all on top.

After this dig out the sand until you get the level you wanted.

water creates a source block when the following happenX=Source waterO=created source water XO OX XOX

If you refill the uneven part, grab a water bucket and use the above to place minimum water it will flatten out

Question: I have a pretty big job on my hands here.  I've dug out a lake, problem being it's not flat anymore.  Would be best idea/method to solve a water problem on this scale!?

How do I sort out this mess of a lake?

You can fill up the lake with easy to destroy blocks, like ice blocks, then destroy them.

It is proposed that straightforward in-game actions or external tools could be a solution.

It is suggested that certain in-game techniques involving ice or sand blocks could flatten the water.

External tools could be an option in order to flat the water.


Lava.

It will kill the spiders, destroy the webs and spawners too, and potentially make it bright enough to stop them being hostile.

Usually, whenever I encounter a mob spawner, I note where the block is, put several blocks around it (to make sure mobs can't come out), tunnel my way underground to where the mob spawner is, and whack at it until the spawner is destroyed.

That way, I'm directly underneath the mob spawner, I'm in little danger, and I can just hack away at it until it's destroyed.

TNT Now that you can't click-to-ignite, I find a quick 1-2 with TNT/redstone torch works well as an alternative.

This will kill the spiders, and destroy the spawners.

It'll also make a cool noise!

My strategy is to block off the spawn area, so that the spiders can't reach you.

Make a one block hole through which you can see, and mine the spawner, but the spiders can't get through so easily

(cave spiders are smaller than normal spiders, can can fit through a 1x1 hole, but you can easily knock them back if they try to come through).

Surround the entire thing in a 5x5x5 dimension cut-out room with the spawner smack in the middle, freestanding in the air.

Then, make a water current towards the end of one side of the box, light the other 3 sides up, place metal bars, dig a hole underneath, and there's your mob farm.

When I come across a cave spider spawner I usually surround the area with torches.

(taken from the wiki)

A monster spawner spawns monsters in an 8x8x3 area of the spawner block so place your torches accordingly.

In several cases this means they can spawn through walls in another tunnel.

Also keep in mind that you can disable the spawner (with torches or destroying it) and still have stray spiders hiding high up in corners waiting for you to walk by.

Use your ears to hear them and hunt them down.

I just fought a large army of cave spiders in survival hard.

It was a big mix of using a water bucket to redirect them and destroy the webs, swinging my sword, and then going and blocking myself off to regenerate, and occasionally use the bucket of water and a fishing rod to collect food.

Took an hour to disable two spawners.

I could have done better, but at least I survived.

Flames or lava cannot destroy mob spawners, but you can place them around the spawner to prevent mobs from spawning or at least make them catch on fire.

The lava will create enough light so that nothing can appear there.

You can also use explosives such as TNT to blow the spawner up, but there's a risk of dying, so I wouldn't recommend to do that.

It could work though.

If you want to keep the spawner to farm the cave spiders, you could create a trap like this one:

Question: The cave spider spawner isn't too hard to destroy, it can be done in a few seconds using a pickaxe. But it is fairly difficult when cave spiders are still spawning. And it seems that placing torches by/on the spawner doesn't stop them spawning.  Does anyone have any strategies for dealing with this?

What is the best way to deal with cave spiders?

Lava will kill the spiders and webs. You can also put blocks around the mob spawner so the spiders can't reach you and tunnel underground to destroy it.

Lava, TNT and torches, blocking the spawn area are the most prominent solutions.

Blocking off the area seems to be a valid strategy.

TNT and torches could be used to deal with the cave spiders.


The size of any single ocean is limited by the maximum size of a biome, meaning oceans in the region of ten thousand blocks wide and long ( source ).

If you've travelled 15km North-East, you should be arriving at land soon, unless...

If you include the possibility that an ocean biome can be placed next to an ocean biome, then you could have any sized ocean.

In theory, one could imagine a seed that created nothing but ocean biomes, resulting in an entire map of ocean.

This is pretty unlikely though.

Of course, in newer versions if you choose the 'Large biomes' option when creating your world the oceans will be much larger still!

They are huge , absolutely humongous.

In this Tectonicus render you see my map after I have traveled for about 10 in-game days (I think) in one direction, got fed up, changed direction, got fed up again and headed back home.

30,000 blocks +

In 1.8 I started walking from the spawn point towards positive X, positive Z. At 5000, 5000 I started sailing across an ocean.

I did not hit land again until 38000, 38000.

Apparently this might be a bug in 1.8:

As of 1.8 if you go outside of generation of a 1.7 world an endless ocean generates over regular 1.8 land and you may see underwater trees occasionally.

This seems to happen to newly created worlds in 1.8.

Considering the biome code is unfinished at the moment, it is unknown how intentional the "endless oceans" are. "

I should add that the paragraph above was taken from the Minecraft Wiki.

According to the Wiki , in 1.1 the Ocean biome can be over 25,000 blocks wide and 30 blocks deep, with the occasional island and the rare mushroom biome.

Question: After a couple unsuccessful attempts to find myself in a nice looking spawn point on a newly generated map, I decided to find one by myself. I made myself a boat and started my sail due north-east.  Three hours later, 15.000 meters further, I'm still on sail, looking not only for a decent land, but ANY land at all.  How vast are oceans in Minecraft 1.9 pre-release 3? Can I still hope for some highlands far away from my original spawn point?

How vast are Minecraft's oceans?

The size of a single ocean is the maximum size of a biome. However, two oceans can be placed together.

The size of the oceans is estimated between 25.000-30.000 blocks or could be any size if oceans combine.


Since you have a skeleton spawner, that should make it easier.

What I would do is build a wall/fence around it so that skeletons are contained, and leave some holes for you to shoot through.

Next, if looking through the holes does not activate the monster spawner, I would have a doorway that leads inside the spawner room to activate it, then run out.

The building will ensure that the skeletons do not wander off.

To kill the skeleton, first hit it with a sword through the hole until it's one hit away from death.

Then, back off 50 blocks and snipe it!

I think it also counts if you're 50 blocks above the skeleton.

Build a snipers tower, wait until dark and then snipe away!

Just sitting on a 50 meter tall tower and sniping does not trigger the achievement.

You need to be in a "duel", i.e. within the skeleton's vision range to "get its attention" as mentioned above.

Then you can back off (up) to 50 meters and complete the duel.

There is another way.

Build a tower around the skeleton so he can't escape.

Then, count your blocks and by the building, put down 50 blocks like a bridge and go close to the skeleton.

Shoot 3 powerful shots and go to the end of the bridge.

Make sure that your tower looks like a wishing well with no doors, all walls and 1 window without glass pointing towards to bridge.

Now, fire as best as you can until you hit him.

Then he will die and you earn the achievement.

NOTE: if you have 50 blocks stand on the edge right before you fall or make it 51 blocks.

It worked for me, so it is achievable.

All you need to do is spawn a skeleton in a little house with a roof, hit him twice with a diamond sword, back up 50 blocks, then aim up and fire.

It worked for me.

50 block sides (squares) =

50 meters in Minecraft.

Try shooting the skeleton on a horizontal axis.

Try going to the limit of where you can still see the skeleton.

Then, raise your bow and fire!

If you don't hit it, try again until it's done.

Question: The "Sniper Duel" achievement in Minecraft requires me to kill a skeleton from 50 meters away. Is this equivalent to 50 blocks? What is the easiest way to do this? I've recently located a skeleton spawner near my base, how can I use this to my advantage?

How do I get the "Sniper Duel" achievement in Minecraft?

Build a wall/fence/tower around the skeleton. Shoot 3 powerful shots through or hit it with a sword.

Several strategies are suggested involving weakening the skeleton and then snipe it from a long distance.


There are lockers around the room with EMP grenades and ammo/weapons in them.

You can knock her out with the EMPs (though be careful to not knock your augmentations out at the same time) and then unload all you've got while she's paralyzed.

Repeat as needed.

Try to always stay on the move and don't let her get close to you.

You should be able to stay moving long enough to heal up in-between the "paralyze and shoot" rounds.

I also recommend saving after each round, so you don't have to restart all the way from the beginning of the fight if things go sour.

There are two ways to kill her: One is to collect the EMP grenades scattered between the generators.

Throw an EMP grenade and unleash lead to kill her (as mentioned by Anna Lear).

Or the second option, which is a lot easier, is to get the EMP shielding upgrade for the Dermal Armour (if you do not have this upgrade, load an earlier save if you have one and upgrade).

With this upgrade you can shoot the generators which will cause an EMP burst which will immobilise her and you will be free to shoot her, because you have the EMP shielding augmentation you will NOT be affected by the EMP burst.

I found this boss the easiest of the bunch because of this augmentation.

The only way I could beat her was to blow up the generators around the outside of the arena and jump around like a madman until they stop shocking me.

Rinse and repeat for all four generators.

Then I just had to put a few bullets in her and she went down.

There are several good ways.

See the Deus Ex Wiki for a fairly comprehensive list (under Fedorova Tactics ).

I've played through the game 6 times, and now I always rely on the stun gun: the boss battles frankly annoy me, and I've found stun gun to be the simplest, most mindless way to end this one.

Just shoot it enough times—about 25 times on normal difficulty I believe— and then you get to return to the "real" game.

Even if I don't need the stun gun for anything else, it's worth it to carry one for this and certain other encounters.

The simplest fastest solution is to use the Typhoon System.

It only takes 2-3 typhoon blasts on normal difficulty and she's dead.

It took me less than 30 seconds this way...

Ok, I was stuck on this for ages as I had no grenades at all.

All you have to do is this: lay an emp mine near one of the 4 generators around the outer circle.

Let her rush up to you with her attack near the mine, but stand back enough

so you aren't killed.

In the lockers there are health kits and hypnotism sticks so make sure you have one of these to use straight away so you are not killed by the electricity from the exploded generator.

Now While she is stunned you just need to pump about 6 times with the stun gun

and she dies.

The trick is to make sure you aren't killed by the electricity in the first instance.

I found a Combat Rifle with a Target-Seeking System mod attached very useful while fighting Deus Ex: HR bosses.

Fedorova died 30s after the beginning of a fight, Namir even quicker.

The P.E.P.S. is good for this since it stuns her for several seconds.

Stun her, switch weapons and shoot her.

There's a glitch way to do it on the PC version at least.

Stun her with the P.E.P.S. then run up to her and crouch.

She can't seem to attack you in that situation

and she's stuck.

Then you can whittle her down with the pistol or something else if you like.

Question: Possible Duplicate:  How do I beat the Picus boss?     I have a heavy rifle with about 170 ammo, no grenades, no typhoon aug.   How do I kill her? I tried just putting all the heavy rifle ammo into her but she kills me before I can unload one clip.

How do I kill the second boss (Yelena Fedorova) in Deux Ex: Human Revolution?

You can knock her out with EMPs or get the EMP shielding upgrade. You can also try Typhoon System and lay an emp mine near one of the 4 generators.

The most prominent strategy is to stun her and then shoot her. Repeat until goal is achieved.


The best game modes to level up in would be Conquest and Rush.

The reason these two are the best are because they contain objectives that are worth a lot of points.

The fastest is probably conquest as capturing a point (including neutralizing the point first) will net you 450 points (350 for assisting a capture) and there are many many points to cap per round.

In addition, if you kill anyone while inside a flag's area of influence, you'll gain an extra 30 points per kill.

Rush is the second best as you can also get 600 points per objective (100 for arming, 500 for destroying.

Only 200 for defusing) played, but they're aren't as many, and it's harder to get defends etc.

I would say go with Conquest.

You can get +200 (+150 for assist) for neutralizing a flag, and +250 (+200 for assist) for capping a flag.

In addition to the normal fighting points, and squad order points you would get.

Over a long game - especially a hotly contested one you can get a good deal of point by going flag to flag.

Conquest will reward you the most XP if you play the objective.

If you can handle your gun well, you should try Team Deathmatch.

In TDM, all the maps are cut off to a smaller area and every round is under 15 minutes.

Also, if you are going for service stars for your gun, TDM is the best option as the matches are oriented on infantry combat.

However, since you wish to unlock more guns, that would require you to level up your class.

Conquest would be the best for gaining XP for your classes.

This deviates from the question a bit, but if you like playing medic I've found picking a 64 player server with the Metro map is a great way to level up.

You can get 500 XP or more just from the choke points by the esculators, per death.

TDM is the best, since there is a lot of action, and it is easier to get kills, not to mention the fact that there are so many players on Battlefield 3 now, that you cannot capture a flag.

TDM indeed is the best.

Take a small CC map like Noshar Canals in TDM and just zigzag through the containers and kill.

32 vs 32 man 1000 ppm cant be achieved with other gamemodes, capping flags for points is for noobs.

Just fckn kill.

i would actully suggest noshahr canal with extended tickets back to back!

i usually rack up over 7 thousand points even when not in the top three positions :D

hope this helped

Question: I'm not sure how I feel about the campfest that is BF3 just yet. I'm giving it an honest go, but I want to get some more weapons. What is the best game type to level up in or are they all mostly the same?

What is the best game type to level up in?

Try Conquest and Rush game modes to level up. TDM is also good as there is a lot of action.

The most prominent option is Conquest, however Rush, TDM and Noshahr canals are also useful.

Conquest and Rush are suggested as options.


Make sure you are running the latest version (currently v3.7.2.1).

Notice how they mention

Windows 2000 support on the updates page linked below.

As WA is a game released in 1999 where the NT family wasn't popular yet, it is bound to have many issues on those OS'es unpatched.

Also, kudos to Team17 for releasing patches 13 years after initial release.

Hi, Worms Armageddon maintainer here.

First, you'll want to make sure you have the latest update version for the game: If you are using the Steam edition, make sure that automatic updates are enabled.

You could also Verify Integrity of game cache from the game's Steam properties, however note that this will unfortunately reset your teams.

If you are using the CD edition, you can download the latest update from Team17's website, here .

There is not much information to go by just from your problem description, but another thing you could try is making W:

A use a different graphics API.

You can do this by browsing to the directory where W:A is installed, opening the Tweaks subdirectory, then in turn importing one of Renderer_Direct3D_7.reg , Renderer_Direct3D_9_Shader_Palette.reg , and Renderer_DirectDraw_32bit.reg , then attempting to start the game.

Try the next .reg

file

if one doesn't work.

You can find a comprehensive troubleshooting FAQ for Worms Armageddon on the Worms Knowledge Base Wiki: http://worms2d.info/Troubleshooting_FAQ

If nothing else works, you can contact us directly by email: devs-at-worms2d-dot-info.

Going on the assumption the game crashes at launch and therefore the inroduction screen, disabling the introduction screen might solve your problem, to do this: right-click the WA shortcut icon, select properties, and in the "Target" text box, type "/nointro

" at the end of the path.

This must be outside of the quotation marks for it to work.

For example: "C:\Worms

Armageddon\wa.exe" /nointro

Easy solution.

Download VMware Open VMware and install Windows XP on it Put your Worms Armageddon CD in and install Play and enjoy :)

I had similar issues.

These are the things I needed to do to get it running: In the Worms folder, find WA.exe and Right-Click->Properties Set Run as Administrator Set Run in compatibility mode for Windows XP, SP3 Apply and OK

In the same folder as WA.exe , Right-Click->New->Text Document Paste in the following: @echo off TASKKILL /IM

explorer.exe

/F

start

/B

/I /WAIT

WA.exe

start explorer.exe Save as Worms.bat

(Make sure the file type is set to

All files , not Text Document ) Create a shortcut to this bat file on your desktop or something.

If you don't like the command prompt window showing up, you can run the bat file from within a powershell script.

See my edit to PaN1C_Showt1Me's answer on this question.

To summarise: Create another file (with a .vbs extension) and paste:

Set WshShell =

CreateObject("WScript.

Shell")

WshShell.

Run chr(34) & "Worms.bat" & Chr(34),

Set WshShell =

Nothing Run this file instead of the bat file

Question: I am experiencing trouble with  Worms Armageddon  on Windows 7; the program crashes after launch.  The game runs perfectly under Windows XP.  Launching the game in compatibility mode does not help.  How can I play the game?

How can I play Worms Armageddon on Windows 7?

Make sure you are running the latest version and use a different graphics API. Download VMWare and install Windows XP on it.

It is apparent that running the latest version of the game is essential. Furthermore, trying different settings could fix any crashes.

Running the latest version of the game is necessary to avoid crashes.

Using a different graphics API could solve the problem.

Using software is proposed as a solution.

Some straightforward steps are described in order to fix the problem.


Since patch 1.9 there is no maximum level anymore.

If you have a skill at 100 you can make it "Legendary".

This resets the skill to 15, gives all perk points invested in that specific tree back.

Be warned: You lose all the benefits of having a higher skill level!

The advantages of making skills legendary are: Difficulty increase, since the enemies don't have their skills reduced.

You can continue to level up and earn extra skill perks.

It is possible to repeatedly make a skill legendary or to make multiple skills legendary, this allows you to (slowly) unlock all perk points.

Level 81 is the maximum level in Skyrim without making any skill Legendary

There is a linearly constant amount of "experience" required for each level.

The formula is simply: (level-1)

* 25 + 100

Where level is your current level.

"Experience" in this case is earned strictly through skill ups.

Leveling a skill to X will give you X experience towards your next level.

For instance, to level from level 1 to level 2, you require 100 experience.

This means you can either raise 5 skills to level 20, one skill to level 21 (assuming it starts at 15), or any other permutation thereof.

Also, and this is important:

There is no soft cap _ Level 81 is just as (relatively) easy to reach as Level 11, it just requires more total experience.

Since all races have +10 to one skill and +5 to five skills, this means there is a total of 88,085 "experience" to earn, and this is constant across the ten races.

Level 82 would require 89,100 total experience, and is currently unreachable.

Thus, when your character maxes all of their skills, they will be level 81.

According to Todd Howard, game director at Bethesda, there is a mathematical cap somewhere in the 70s.

Although most players will max out at level 50.

See this article for details.

Since you gain perk points each time you level up, and levels only by increasing your skills, the maximum level is when all of your skills are lvl 100.

For my cat I tested this with (using console commands)

I managed to reach lvl 81 (and a bit), for a total of 80 perks.

As of Patch 1.9 , the level cap of 81 has been removed.

(This is an update to the current answers, regarding Patch 1.9's changes .)

At higher levels, leveling up happens much more slowly.

Level increases in Skyrim follow a formula (detailed here ).

Prior to Patch 1.9, the maximum level was 81, since there was no way to gain any more experience once every skill reached its maximum value of 100.

With Patch 1.9 , individual skills can be made " Legendary ", denoting them with an Imperial symbol.

This will reset the skill to 15, and perks used for that skill may be redistributed.

Gaining levels in that skill will affect leveling again , thus effectively removing the level cap of 81 .

There is no restriction on the number of times that skills can be made Legendary.

This change makes it theoretically possible to obtain every single perk in the game.

According to the formulae , training one individual skill all the way from 15 to 100 (one mastering cycle) yields 4,930 XP.

This amount of XP is enough to level from 1 to 17, or from 194 to 195.

Leveling up to 252 (unlocking all perks) would take a total of 809,475 XP.

This corresponds to over 164 skill mastering cycles, or mastering every skill over 9 times.

The proper approach to such a huge task would be to find the easiest skill to raise and to exclusively focus on that for leveling purposes.

Source: UESP wiki, "Skyrim - Leveling" article

I'd like to expand on what GalacticNinja stated, an example of an easy way to level up, though this isn't the only way.

At the start of The Elder Scrolls: Skyrim, if the player chooses to follow the Imperial Guard (I think) and you are searching for some armour and a sword, it is set so once you open the chest, it continues to the next room.

However, were you to instead pick up the sword on the wall and sneak behind the person you followed, you can hit them with the sword without being detected or instigating aggression.

It takes roughly 50 minutes to max out the sneak skill, as for the one-handed skill, it should be around 32 the first time.

Once both sneak and one-handed are made legendary at least once and then taken back up to level 100, you have the benefit of being practically undetectable in the darkness while having a killer one-handed skill

(If you'll excuse the pun).Once you get a dagger, you will be able to one-hit kill just about anything if they didn't scale up in level to you.

Question: In Oblivion, the way the game worked, the max level possible was based solely on your choices for primary skills, and could vary anywhere from between 45 and 53 (with soft-caps at 29 and 35 in terms of NPC leveling)  or  when you maxed all of your character attributes at 100.  What's the level cap in Skyrim? Is it a hard or soft cap -- once you hit it, can you continue to 'level' your skills and unlock perks anyway?

What's the level cap in Skyrim?

There is no maximum level since 1.9. There is a maximum cap somewhere in the 70s.

Depending on the patch the answer may varies. Though it seems that there is no cap in the latest versions.


You can build a fully automatic melon farm by using stick pistons and regular pistons.

The only downside is that it's quite large per-melon, but since it's fully automatic, I think the downside is easy enough to cope with.

I place a glass block directly over the stem.

This ensures light gets through

but I don't squish my melon seeds.

Note: This no longer works in the latest release of minecraft.

Fence posts directly beneath tilled soil (till after placing the fence, usually) prevent the farmland from being trampled.

This is likely unintended behavior, so it may be fixed in the future.

In the meantime though, this means you can walk up and down your melon farms as needed, and you'll never trample the stems while collecting melons or tilling.

Build a melon farm according to a design that means each melon can only grow in one place: FFFFFFFFMMMMMMMMWWWWWWWWFFFFFFFFMMMMMMMM Since you have to re-hoe after harvesting a melon anyway, this design means there's no difference in the amount of hoeing that needs to be done.

What I usually do for a melon farm (and for pumpkins farm, also) is the following: FFFFFFFFDDDDDDDDDDDDWDDDFFFF?FFFFFFFFFFFDDDDDDDDDDDDDDDDFFFFFFFFD = DirtF

Fertile soil (with stem)W =

Water? =

Anything (I usually put up some fences and blocks, like a lamp post)

Then, I just add sticky pistons below the dirt, wired to a button.

And, above the stems, I put up glass, so not to step in it and turn the fertile soil back to dirt.

This ensures you only have to push a button and walk through the dirt to get all the melon slices.

Nice and easy.

Of course, you can replicate this structure as many times as you want.

I personally find that 2 or 3 of those gives all the melons you'd want.

Question: I really like the wheat farms described in  this  answer, because it's impossible to trample farmland and harvested crops always bounce back at you.  Are there any similar designs optimized for melon farming?  I tried putting blocks directly above where melons grow, but then I can't get any slices that fall back to where the stem is.

What are some designs for "safe" melon farms?

You can use stick pistons and regular pistons for an automatic melon farm. Try placing a glass block over the stem. You should follow the design that each melon can only grow in one place.

Some designs of melon farms are described, each with its pros and cons.


Double XP will cause your "Player Level" (Your actual level) to progress at twice the normal rate, which will cause you to unlock new guns and perks at twice the normal rate (while it's active)

Double Weapon XP will cause your "Weapon Levels" (the level noted individually for every weapon) to progress at twice the normal rate, which will cause you to unlock new attachments for that specific gun at twice the normal rate (while it's active).

Double XP will not cause your guns to level up faster, and Double Weapon XP will not cause you to level up faster.

Both can be active at the same time however, causing both you and your guns to level up twice as quickly.

Sorry to answer my own question...

but... After searching more, it sounds like you can unlock things specific to weapons such as attachments, etc with "Double Weapon XP", but it doesn't help your overall XP.

Similarly "Double XP" helps your overall XP, but not weapon-specific XP.

I found the answer here: http://www.gamefaqs.com/boards/995751-call-of-duty-modern-warfare-3/60609664

Weapon xp inadvertently affects your regular xp because as your guns level up faster you reach mastery level (a challenge) which gives you 10,000xp....

which helps level you up.

Double XP will cause you to level up faster, unlocking new weapons faster etc.

Double Weapon XP will only cause you to get closer to unlocking emblems or callsigns.

Double xp makes you rank up faster example: reaching commander faster Double weapon xp makes your guns rank up faster example:unlocking attachments,proifencies,camo,reticle faster

Question: What's the difference between "Double XP" vs "Double Weapon XP" in Call of Duty Modern Warfare 3?  Which is the better choice?

"Double XP" vs "Double Weapon XP" in MW3

Double XP wil cause your player level and weapons level to progress at twice the rate.

It is apparent that each option has its own perks. There seems to be no better choice, however, since both can be active simultaneously.

The  advantages and disadvantages are being described.


I'm a Thief with a bow...

Archer Thief.

I have no real issues, just have to have good cover nearby!

Earlier on you'll have to be a total wimp and kite the dragon around, plinking at it from cover with your bow.

Be sure to keep lots of ammo.

Later on, I'm currently level 25 and I've assassinated a couple of slumbering dragons with one well placed backstab(with a dagger, of course).

Just make sure your Sneak and 1-hander skill is solid if you wanna try that though.

There is a Thu'um that pulls dragons out of the air.

Get that.

If you are a dagger type thief, just let the dragon fly away, then move to his direction.

Usually he will be standing on a dragon wall, so just sneak behind him and attack him...

This can grant you a one hit kill sometimes if you have the Assassin's Blade perk, a good dagger and the Dark Brotherhood gloves...

Conjure a flame atronarch and let her fireball it while you safely barrage the dragon with poisoned arrows and use potion to boost your archery damage.

Invisible spell is truly handy if you're alone.

Be patient.

Keep attacking, stay alive and you'll eventually own it.

I'm an assassin/thief, using sneak style archery and one handed for quick and powerful battling.

I'm a Khajit.

You can get one hit kills as an assassin if you leave your left hand empty and have a good dagger in the right hand, as well as the shadow warrior perk.

(need the assassins blade perk too, duh!)

Walk up to the landed dragon, when you are close, go to stealth and immediately stab.

You will at least get the 15x or 30x (if you have the shrouded gloves) and often go into a mini-sequence of brutally stabbing it in the head.

If you just get the 15x damage, unstealth, restealth and stab immediately again.

usually by the 3rd shot you will be on the dragons back stabbing it in the brain.

Oh, and if you do this at the right time when a bear is attacking you, I have seen an animation where you thrust your arm down its throat and the twist your arm for an instant kill.

Funny to do on slaughterfish hehe, all this crazy animation and what not for just killing a fish :)

If you're a thief I would imagine sneaking is your best bet.

Dual wielding and bows would be a close second.

Use your strengths, alchemy will be your friend.

Poisons will definitely tip the fight in your favor.

Question: Fighting a dragon, at least in the videos, looks to be combat focused (as it should be) so armor, weapon skill, and magic skill all aid in killing a dragon.  My question is, would a thief-type character (or a non-destruction mage) still be able to kill a dragon?

Are thieves at a disadvantage when it comes to dragon fights?

Sneaking or dual wielding and bows would be your best bet. Try leaving your left hand empty and have a gold dagger in your right.

There seems to be disadvantages in the early levels, which can be overcome later using certain skills.

Experience may differ between early and later stages of the game.

Different methods are being described for a thief to kill a dragon.


OK, this seems to be the basics of the strategy required: Destroy the Ender Crystals that are on top of the obsidian towers.

Until this is done, the Ender Dragon will keep regenerating at an impossible rate.

Kill it by shooting at it until it dies. ?????

Credits

I use the following strategy in survival mode: Avoid Enderman Attack: Wear a pumpkin hat.

Destroy the Crystals

: Shoot them with arrows.

Dragon:

Stay in water (which also helps keep endermen away) and attack it with everything I've got!

Make a bed beside the end portal in the real world and sleep in it.

Destroy the crystals on the towers.

(Watch out for Endermen!)

You can destroy the crystals by mining them, attacking them, or shooting them with a bow and arrow.

(TIP: The crystals will explode so it's recommended to destroy them with a bow and arrow or snowballs.)

Build your way up on to a tower with a common block like dirt.

Keep shooting at the dragon with a bow and arrow and when the dragon is close, swipe at it with a powerful sword like iron or diamond.

More tips: After you beat the dragon a portal and egg will appear.

The portal will give you an 8 minute long "script" giving you details about the game.

Press the Escape key (Esc) on your keyboard to skip the epic "script" and spawn back to your world.

Exiting the world or turning off your computer when viewing the "script", and then going back, the game will act as you never beaten the ender dragon.

Watch the "Script"

, it's epic!

When you enter The End, you get an achievement called "The End"?

Infinity is an enchantment for the bow where you can fire unlimited arrows as long as you have one arrow in your inventory, this is useful for fighting the Ender Dragon because you won't need to stack up on arrows.

The Ender Dragon will drop 20000 xp.

The best way to get the dragon egg is with a piston.

Once you "beat the game", you can continue playing your world.

When you enter the portal to go back to over world, you get the achievement "The End" .

You can't exit The End unless you beat the dragon.

It will deflect any arrows that don't hit its head or soft underbelly.

So yeaah, weakspots.

Link to Minecraft Wiki entry, it's in paragraph 3: EnderDragon

This was in creative mode.

All I did was destroy the Energy Crystals and fly around following it shooting snowballs at it until it died.

I would destroy the obsidian towers, then kill it with a enchanted bow (flame, power, ect).

Question: I've been battling away at this thing for a while, I always end up dead. I'm assuming you need to use some kind of trick or tactic to beat it, any idea what I should be doing?

How do I kill the Enderdragon?

Destroy the ender crystals on the towers. Keep shooting at the dragon with a bow and arrow then swipe it with a powerful sword.

It is apparent that in order to kill the dragon, the Crystals or the Obsidian Towers must be destroyed.

The dragon could be killed by destroying the Crystals.

Destroying the Obsidian Towers and using an enhanced bow could solve the problem.


When a follower mysteriously disappears, there are one of three things that have happened:

They're dead.

Sorry.

If you want your stuff, you'll want to find where they died.

If she was with you up to just recently, backtracking shouldn't be too difficult.

They bugged out.

This one's pretty easy to resolve: enter a new area or fast travel somewhere.

They'll be right behind you.

They went home.

This is what the message refers to.

Return to where you picked them up originally:

in the case of Lydia, that means Breezehome (if you've purchased it) or Dragonsreach in Whiterun.

For PC, you can enter console commands (get to the console by pressing the tilde key, which is ` or ~ on your keyboard, usually under the Esc key and to the left of the 1 key): prid

<RefID>moveto player

They get lost a lot

so I do this a lot.

I just memorize the RefID.

Like for example, Lydia's RefID is a2c94 and Iona is a2c93

So for example, to move Iona to me, I put in: prid a2c93moveto player

Sometimes, you have to enter it twice.

Like this: prid a2c93moveto playerprid a2c93moveto player

Sometimes, they might have died.

then you need to resurrect them.

So do this: resurrectprid a2c93moveto player NOTE: if you resurrect them it will remove all their inventory!

If they had items, it's better to go to a previous save where they have not died!

NOTE: If you press the up-arrow on your keyboard it goes to commands you typed previously.

However, when you close the game then your command history is erased.

Followers will wait for you up to 3 days at the location you instructed them to.

Once your 3 days are up, you'll get the "Your follower tires of waiting and leaves" message , they will return to the location you initially "hired" them from.

In case of Housecarls , like Lydia, they will either return to the keep in their respective cities, or your home in said city (assuming you purchased one).

In case of mercenaries , they'll just return to the bar/inn/

where-ever you hired them from.

Friends that become your companions return to their hometown and continue their daily NPC cycle.

Nevermind.

It seems that the follower simply goes home where you can recruit them again.

The follower still has all items.

In case of Lydia: Lydia will simply go back to Dragonsreach.

or Breezehome If you use mods

, it seems possible for the follower to end up in other places.

After searching for hours I once found Lydia in jail by finally using console command to teleport to her.

I believe that this was an effect of Ultimate Follower Overhaul mod for PC.

If you're playing on the PC, try teleporting your follower to your location through console commands.

This is easier and faster (no loading screens) than going to your follower's location and getting him or her to follow you again.

Console commands to teleport your follower to the player's current location: prid <RefID> moveto player prid targets an entity - your follower in this case.

Search for your follower's RefID at the UESP wiki's " Followers " article .

( Another method to target instead of using prid

<refID> is to open up the console and then click on an entity, this will automatically do prid <RefID> for the clicked entity.

However, this method won't be useful in your situation as the follower is not near your vicinity, and can't be clicked on. )

moveto player moves the targeted entity near the vicinity of the player.

Your follower should now be near you after doing this.

If for some weird reason, he/she is dead (happens sometimes), use the console command resurrect 1 .

Your follower should go back to life.

If for another weird reason, your follower is still not near your vicinity after doing this, he/she may have been 'disabled' from the game (might happen with NPCs that are long dead), making him/her not appear in the game.

Type enable in the console to remedy this.

If he/she still isn't up, type resurrect 1 again.

More info on console commands at the UESP wiki's " Console " article

They go back to where they came from, or sometimes if you go there too fast, they are still on their way back (really doubtful they almost teleport) or if you haven't received the message saying they got tired, and you go where you left them, they died.

I had an issue with this on PC version.

I told Lydia to wait.

Previously, she had spawned back in Dragonsreach but for some reason this time she did not.

So... I used a console command to move myself to her.

Oddly enough, it ported me right to the keep in Dragonsreach (where I was already when I used the command... and where I expected her to be) and everything seemed fine afterwards.

Seems to me like there is some kind of bug relating to this considering she had not died

and she suddenly appeared only after I used the command to move to her.

The command is:player.moveto

I suggest you save your game prior to using this command... also...

don't use it while mounted...

I did...

and I think because it ported me inside...

it then proceeded to crash not just my game but my computer and had to reboot.

You can find the RefID for NPCs here:

If you are not on the PC version I would suggest what Mark Trapp mentioned.

Question: I had parked my follower at an inn with a bunch of valuable items that I didn't want to carry. I guess I have been out a bit too long as this message appears:    Your follower tires of waiting and leaves.    There have been other situations where my follower has mysteriously disappeared as well.  How can I find my follower when they get up and leave or disappear into thin air?

How do I find my follower if and when they leave me?

This might mean they died. You could travel to a new area and see if they follow, or return to where you picked them up originally. After 3 days they return to here.

There is a number of reasons for a follower to be missing however finding them varies.

In case of Housecarls , like Lydia, they will either return to the keep in their respective cities, or your home in said city (assuming you purchased one).

If you want your stuff, you'll want to find where they died.

This one's pretty easy to resolve: enter a new area or fast travel somewhere.

Return to where you picked them up originally:

Once your 3 days are up, you'll get the "Your follower tires of waiting and leaves" message , they will return to the location you initially "hired" them from.

For PC, you can enter console commands (get to the console by pressing the tilde key, which is ` or ~ on your keyboard, usually under the Esc key and to the left of the 1 key): prid

The follower is dead and there is nothing a player can do.

The follower is bugged out and a player could find him with fast travel or entering a new area.

The follower went home and a player could find him there.

An other option is that the follower is tired and returned to the place the got hired.

There is a straightforward way using console commands for a player to find their follower.


When you get to the empty window, Alt + Tab to the Skyrim window again.

This will bring you back to the game.

Alternatively, you can use Ctrl + Shift

Esc to open the Task Manager, right click the Skyrim entry in the Applications tab, and select Bring to Front.

Try the Simple Borderless Window mod.

It will make Alt-Tabbing almost instant, though may reduce your framerate.

It's similar to the mod mentioned by aearon but doesn't require AutoHotKey to be installed.

Another option is this Borderless Windowed Fullscreen mod , but it's going to lower your framerate.

I also get a black window with a border, but I've found the solution for it.

I.e., Skyrim and Chrome running simultaneously.

Activate Chrome Press Alt + Tab , choose Skyrim

The Skyrim window will be black/blank Keep pressing Alt , and scroll to Chrome then back to Skyrim Release Alt Skyrim will be running fullscreen again

Here's my updated AutoHotkey script.

Run it once, it will set the game fullscreen windowed shortly after it is launched.

#SingleInstance Force#Persistent#IfWinActive Skyrim ahk_class Skyrim{ SetTimer Exile, 1000

Return}Exile: WinGet IDs, List, ahk_class Skyrim Screen_X = %

A_ScreenWidth% Screen_Y = %A_ScreenHeight% Loop %IDs% { ID :=

If ID not in %Old_IDs% { WinActivate ahk_id %ID% WinSet, Style, -0xC40000, A

;WinActivate, A } New_IDs .= ID "," } StringTrimRight Old_IDs, New_IDs, 1 New_IDs =Return Don't ask me about the loop, I just pieced together parts of various AutoHotkey scripts that worked.

The one I used previously worked with a keyboard shortcut and caused problems in Windows.

This one should only ever touch the Skyrim window.

The game should first be set to windowed mode, and full desktop dimensions by editing SkyrimPrefs.ini located in ~/Documents/

My Games/Skyrim:

bFull Screen=0iSize H=1440iSize W=2560 PS

: When you alt tab like this, it's very fast but you may get the windows mouse cursor appearing in the game

(I think this issue is also with the default fullscreen mode).

The quickest fix for me is to press the tilde key, which activates the console.

It's easier then going in the game menu, but it's the same principle:

pause the game.

So toggle console, alt tab, un-toggle console.

Should prevent the Windows mouse cursor from appearing.

There are also possible solutions with AutoHotkey for the mouse cursor

but I haven't tried those yet.

Skyrim has an interesting behavior with alt-tabbing.

When you alt-tab back, you get that black screen with the borders.

Left click the upper left hand corner, which will bring up what appears to be a right click context menu for whatever application you were in when you alt-tabbed back to Skyrim.

Once the menu comes up, just click in the black screen area of the Skyrim window and it will bring you back to the application.

This behavior is bizarre and strange.

Like has been previously said, it will sometimes crash.

I have found this to always work (for me).

Pause before you alt tab Alt Tab Go to Gaming.stackexchange.com and find the answer you want Click on the Skyrim icon in the task bar.

You'll get the black bordered screen.

Alt Tab again, back to gaming.stackexchange.com Minimise active screen (gaming.stackexchange.com).

Then Skyrim will come back up.

Unpause Skyrim Fun For some reason it doesn't like getting focus the first time.

But the second time its ok.

Actually, there's a much easier method of getting around this.

When going back into the game, when you would normally click the game's window to go back to full-screen, drag the window down an inch or so and it'll go back to full-screen - this will always get rid of the cursor.

I've found that the best way to fix this is by pressing ctrl+alt+delete, pressing 'Cancel', and then trying to re-maximize Skyrim.

That works every time for me.

I have had to do this before I know one way ALT-TAB out like you did then Press the Windows button (For Win 8 this brings you to the menu)

And if you select Desktop again Skyrim will open in full screen.

This works on Windows 8

but I haven't tested it on Windows 7.

Question: When using  Alt + Tab , I can't seem to get back to Skyrim. Clicking it's icon or  Alt + Tab  to get back, I just see an empty window. Windowed mode doesn't allow me to use it in a Windowed (Fullscreen) manner like seen with other games, so that doesn't seem to be an option either.  Is there any way to fix this behavior?

How can I return to Skyrim after switching to Windows?

There are several options: Press Alt + Tab to return to the Skyrim window again. You can also try Ctrl+Shift+Esc to open the task manager and bring the Skyrim entry to the front.

Specific actions in Windows, or some mods could serve as a solution.

There are some workarounds in the Windows enviroment that could be helpful.


In most of the locations where you can chop firewood, there will be an NPC nearby who will buy any firewood you chop for 5G a piece.

Early in the game, it's a nice way to raise a few coins while running AFK to grab a drink or while typing up a question or answer here at Gaming.

SE.

Firewood is also used to improve a few low level weapons, notably the Long Bow, at a grindstone.

And yes, the supply is unlimited.

The truly dedicated could chop enough wood to buy and furnish a house.

You can use the firewood to create arrows at a blacksmith's forge if you have the Dawnguard DLC.

Ebony arrows require a Smithing level of 80 and the Ebony perk to create.

x Ebony Ingot

1 x

Firewood Daedric arrows require a Smithing level of 90 and the Ebony perk to create.

1x Firewood 1x Ebony Ingot 1x Daedra Heart Dragonbone arrows require a Smithing level of 100 and the Dragon Armor perk to create.

x Dragon Bone 1 x Firewood

Firewood just seems to be low-value merchant fodder.

There are a few more of these things, for example you can go to a saw mill and load logs/

cut them, you can pick crops for farmers and get paid for it.

Doesn't have much a purpose other than to add a bit of average joe jobs to the game.

It is also probably put in the game by Bethesda as a modders resource.

They probably think that when the construction set comes out, someone will make it so you can light a fire or put them on extinguished fires at camps.

Mostly, it is just used for making some easy gold.

Go to Whiterun and then in front of The Bannered Mane is a wood cutter block.

Use it then go inside and sell your firewood.

Easy profit :D

There is a man in Morthal who buys your firewood.

He stands right next to the woodmill and the wood cutter block.

In my experience that's the best place to sell, since you dont even have to walk (making it easy even when you get overloaded).

I have worked out the math here: 1 log

= 2 planks (the finished product that ends up in your inventory)

1 plank

= 5

g

1 chop cycle =

1 bundle =

6 planks =

30g Also good for improving a few basic weapons (namely the longbow) to increase profit 2x-3x

Question: I found a wood axe and a chopping block near to each other in a camp somewhere and so became aware that I could use the axe with the chopping block to (very slowly) produce firewood.  Does firewood have any purpose other than just being low-value merchant fodder? Can I set up camp fires, maybe, or something else?  Also, does a chopping block ever run out like ore seems do? (I got bored quickly so didn't test more than a couple of chops)

What can I use firewood for? Is the supply unlimited?

Firewood is also used to improve a few low-level weapons, like the long bow. You can also use it to create arrows.

Firewood has certain uses in the game and the supply is unlimited.

It is suggested that firewood could be useful for trade or for weaponsmithing.

It is argued that the supply is unlimited.


You can change your base speed using the console, which you can open using the ~ key (or whatever key is to the left of the number strip at the top of your keyboard).

Type player.setav speedmult

x

where x is the number you want for your walking speed; the default is 100.

You can either increase or decrease this number.

Increasing it higher will result in super fast running which man ruin the reality of the game.

I'd recommend player.setav speedmult 125 .

In my opinion the default running is way too fast, and the default walking is too slow.

While holding Alt to sprint is perfect.

The only other way I know to edit these values is to open the core files, like XML with a text editor, but I won't go into that much detail here.

You should be able to Google it.

Morebatteries' answer works pretty well - but I've also discovered a mod that is a little more nuanced.

Realistic Running Speed

According to the documentation:

It adjusts the speeds of the player, NPCs and horses by the following ammounts:

Character Sneak Walk +15%Character Sneak Run -25%Character Walk

+15%Character Run -20%Character Sprint

Walk

+5%Horse Run 0%Horse Sprint

+5% After a quick play it appears to be decent.

There is unfortunately not a lot of control on PC; you have only full blown sneak running or tip-toed Hall of the Mountain King sneaking.

Getting a wired Xbox controller is a good solution.

My Realistic Humanoid Movement Speed plugin fixes everything.

Your walk/run/sprint/sneak/horse move speed will be realistic.

gaming.stackexchange.com/users/53880/No more turtle moves

You can press Caps Lock to permanently run.

The default for sprint is Alt .

Hit caps lock and it adjusts the speed between intolerably slow and "still slow as molasses but slightly better".

Question: When I'm sneaking around, I can move more slowly and quietly by holding  shift .   But walking this way is  really  slow. I would like to move a little bit faster, but not full speed.    On a console I imagine you have much finer control over how fast you move with the joysticks. Is there any way to accomplish this on the PC (without an external joystick)?  Perhaps there is a console command or config file setting that will change the % speed modifier that holding down  shift  uses?

Is it possible to adjust your walk speed?

You can change your base speed using the console or get the Realistic running speed plugin.

Walk speed could be adjusted via console command, different controller or certain mods.

It is argued that a console command could be helpful.

A different controller could solve the problem.

It is suggested that certain mods and plugins could be useful.


Yes and no.

Yes, you can save him, but its not useful in any way or form.

He is very weak, and will die in 1 hit.

As soon as you start attacking the guards, he will try to run away, causing other imperial guards in the city to take him down with 1 arrow.

If you do manage to kill the 3 guards fast enough, then you can interact with him, but there's no dialog.

All he says is "hmm", "huh", "what do you want (insert race)?

" etc.

No, even if you killed the guards, the executioner, and the captain, and Roggvir survives, in a few seconds, he will die, even though no one attacked him.

Looking at the scene Captain Aldis and Ahtar will do whatever they can to kill Roggvir, but Captain Aldis will try to hit Rogvir first when you interrupt the execution.

So, you first need to prevent Captain Aldis from killing Roggvir by walking over the ledge in the bottom right of yx's screenshot

(this will not trigger the scene, allowing you to interrupt earlier) and simply hitting him, then hit Ahtar afterwards.

Then Roggvir will be able to run away which gives you time to kill both Captain Aldis and Ahtar.

Make sure you that you keep both Captain Aldis and Ahtar in place or kill the one that goes for Roggvir.

Combine a companion, potions, shouts and other items in your strategy to be more effective.

Contrary to what yx writes, I have not seen imperial guards kill him.

Only Captain Aldis and Ahtar where trying to chase and kill him, my companion managed to slow them down while I was following Rogvir and he was kneeling on the stairs where I had to wait for Ahtar to actually come and kill him.

This was of course not the best place as I got overwhelmed there, keeping the action near the execution place is the best you can do in order to stay alive.

It requires some practice though.

Please note that you will get a 1000 gold bounty on your head for murder, given that he does nothing useful in return

it is not worth it to save him from getting executed.

In the end, you might even be killing two persons that might be more valuable than the one you are trying to save...

I killed all the guards around him with the help of my companion (Lydia).

I started off by sniping the guy to his right before the "ceremony" began.

Once he was "saved" he didn't tell me anything useful just grunts and "hmmmm?"

Then, out of nowhere, he just randomly died where he stood.

Yes, but the game will kill him automatically, without reason.

Try this: It hapenns on the same way, I tried it.

I actually succeeded in saving him a few minutes ago.

I used a paralyzing poison on an arrow to shoot the executioner from the steps leading up to the stage.

All the other combatants focused on me, giving Ragvirr time to escape.

I followed him and watched him run in a building, then surrendered and paid the 40 gold fine.

Unfortunately, afterwards I went to speak to his family and they all acted as if he had been executed, so it seems no matter what you do, Ragvirr technically dies.

You can try and save him without getting the 1000 Gold Bounty on your head.

To do so, you have to transform into Werewolf-Form, then shout so that everybody runs away scared..

If you manage not to be seen when go into Werewolf-Form or turn back to normal, no bounty will be on your head and you saved a life that day. :)

It's possible, but it's kind of useless.

I glitched him and he ran off and disappeared in thin air, I'll say he's saved

:D

Now I have to use the console to spawn the item I was supposed to loot.

I have tried to "save" him a number of ways.

Even when he doesn't glitch and disappear, he will randomly die.

I held all the guards in the hallway with him cowering behind me while I kept them knocked down with ice-storm spam, but he always dies before they are all dead.

He was not hit by an arrow or my AoE.

I quickly and brutally dispatched all the guards (including the ones from upstairs who came running), the captain and the executioner, and had to repeatedly beat down the invincible Argonian NPC.

As someone else here said, even if you're well equipped to do this and Roggvir lives, he returns to the execution platform and then dies from nothing at all before much more time passes.

It's a real pity.

As a Stormcloak and believer in the Nords' "Old Way" which Roggvir and others profess to, I intended to put a stop to this execution even at cost of a large bounty on my head, but sadly the game scripting doesn't support what is possibly one of its biggest potential emotional hooks.

Anyone who loved Braveheart and couldn't stand the ending will know what I mean.

Question: When you walk into Solitude for the first time, there is a Nord being executed for helping Jarl Stormcloak escape.  Is it possible to save this man from being executed?  Perhaps more importantly, is it  useful  to save him? (Or is he scripted to die?)

Can I save Roggvir?

You can save him, but it's not useful in anyway and the game will kill him automatically.

It is apparent that Roggvir could be saved only temporarily and there is no use in saving him.


As explained here , companians usually don't die.

Additionally, it seems that every companions does have the same stats.

They also can use very different weapons and armory, you just have to give them a better weapon and they'll use it.

I have tried a few of them, and I really don't see the big difference - they might as well be the same.

A good tip would be too take all their stuff.

Replace it with a bow and some better armor, this will make them not run in to the battle and get hit by accident when in 'wounded' mode.

Then they will die very rarely, but they will not make a good Tank this way.

It is quite useful if you use spells or a bow yourself.

Marcurio is amazing, I have played with him over 24 hours and hasn't died yet, I could even lay down and let him kill dragons.

Marcurio is a male Imperial that lives in Riften.

He can be found in the Bee and Barb and can be hired as a companion for 500 .

He is a great follower using mainly destruction spells and can kill most things with ease.

However beware having him near friendly NPC's because he mainly uses chainlighting and this has been known to jump to them and cause a fight/bounty.

Source: http://elderscrolls.wikia.com/wiki/Marcurio

Barbas cannot die and tanks like a boss.

Once you get the quest to retrieve an axe for his master, use him as your companion and never complete the quest.

The best companions to have are the members of the Companions.

The reason is that all regular companions in the game are at least 6 levels under your own level, but not the Companions.

You can get them to follow you if you are their leader, after destroying Kordlaks beast spirit.

And remember, the Companions are not only good followers, they are also trainers.

Farkas is the companion with the most dmg in the game, if you get him the right weapon.

Trains for heavy armor.

Aela is a ranged who wont stand in you way all the time and can sneak very well.

Trains for Archery.

Vilkas also has great damage, but is not as tanky as Farkas is.

Trains for Two-Handed weapons.

Complete all the Dark Brotherhood quests and get Cicero.

When you get a choice to kill him or keep alive, keep him alive for a companion .

He's a super strong assassin.

To find the right companions use your judgement.

If you want a tanky companion look for a beefy guy with a shield and an axe.

Want a mage?

Look for a scrawny guy in a robe.

There is a companion in every main city (they are mercenaries and cost 500g).

Try looking in the Inns for these companions.

Another thing to note is that their base equipment is pretty bad, so if you can afford it or make it give them some upgrades.

They will use the best base damage/ armor in their inventories, so make sure that the weapon/ armor you want them to use is the best one they have.

I went with Mjoll the Lioness, as she's a quest NPC she can't actually die.

She just goes into a downed state and then gets back up after the right.

Pretty much making her invincible, which is a shame really as sometimes it'd be nice if she shutup.

As far as I'm concerned, at some point out in front of Windhelm some of the cat traders should be camping out.

I believe one gives you a side quest where you must retrieve his "Moon Amulet" from some bandits.

I believe the quest givers name is Kharjo.

He becomes available as a follower shortly afterwards and has a tendency to kill everything that comes your way.

I stood and watched as he slayed and elder dragon in front of my face, all ebony gear.

From what I remember companions' stats are based on your level when you acquire them .

That's why Lydia is often considered the weakest; because she is usually acquired very early game when you are low level.

I never had that problem with her, because I wait until I am much higher level before getting her

and then she can tank alongside me against almost any foe.

It does help to give them buffed (enchanted) armor, of course!

The main determinant of a companion's power level is their actual level.

Before patch 1.6, followers would get a level when they first spawned, based on the Dragonborn's level, and then stay there.

This meant that the later you met a follower, the stronger they were.

This was fixed, and they now level with the Dragonborn, up to a cap.

This cap varies depending on the companion.

The Elder Scrolls Wiki section on Followers' Leveling says that: Followers will match the current level of one's character, up to a certain level cap that varies from follower to follower.

The vast majority of followers cap at level thirty.

Roggi Knot-Beard and Sven notably cap at level twenty.

All recruitable members of The Companions who are not part of the Circle, as well as Adelaisa Vendicci, cap at level twenty-five.

Mjoll the Lioness, Illia, and all hireable Mercenaries (including Erik the Slayer) cap at level forty.

Also, in the Dawnguard add-on, Beleval and Agmaer cap at twenty-five.

Erandur, the members of the Circle (Aela, Farkas, and Vilkas), and all Housecarls cap at level 50.

In Dawnguard, Serana caps at level 50.

However, there are some companions who don't have a cap.

If you are a higher-level dragonborn, then clearly these are the strongest followers: The followers who, before patch 1.9, would level with the Dragonborn to 81, after the patch have no level cap and will continue to level with the player.

They include J'zargo and the Dark Brotherhood Initiate , and with Dawnguard and Dragonborn, the followers Celann, Ingjard, and Durak, along with Frea , are added, respectively, with no level cap.

Question: I've had a few companions who have died.   What are the best companions from a health perspective? And from a damage perspective?

Strong companions in Skyrim

Companions' stats are based on your level when you acquire them. Most cap at 30. Marcurio, Barbas and Cicero are difficult to kill.

Companions have the same stats based on the player’s level, with some exceptions.

It is suggested that companion’s level is linked with the player’s level.

Certain companions and their stats are being described.


There is No "legal" way to Do this.

But you can use the ressurect command in the console on PC.

(see here Skyrim Wiki )

Console commands (PC only)

If playing on the PC, use the console commands prid

<RefID> and resurrect 1 .

Your follower should go back to life after entering these commands correctly.

prid targets an entity - your follower in this case.

Search for your follower's RefID here: UESP.net Skyrim wiki '

Followers' article Another method to target instead of using prid

<refID> is to open up the console and then click on an entity (like your follower's body), this will automatically do prid <RefID> for the clicked entity.

This is useful if the body of your follower is visible and near you.

Teleporting lost or far follower If your follower is still not near your vicinity or not visible after entering resurrect 1 , try teleporting your follower to your location using the moveto player console command (after entering prid <RefID> ).

moveto player moves that targeted entity near the vicinity of the player.

Your follower should now be near you after doing this.

If for another weird reason, your follower is still not near your vicinity or not visible after doing this, they may have been 'disabled' from the game (might happen with NPCs that are long dead), making your follower not appear in the game.

Type enable in the console to remedy this.

If your follower still isn't up, type resurrect 1 again.

Another option is to make your follower immortal as mentioned in an answer by Renan here .

More info on console commands here: http://uesp.net/wiki/Skyrim:Console

There is no way to resurrect lost companions.

Any NPC who dies is dead forever.

When a NPC goes to wounded mode other's will leave them alone, but they can still die if you are close to them, either they hit him trying to kill you or you kill him trying to kill them.

You can not make them come back, but staying away from them when they are in this modes help them live.

http://www.uesp.net/wiki/Category:Skyrim-NPCs The above link has Skyrim NPC base ID's.

This works for the PC.

I have searched for the same problem then finally after trial and error of about 50+ codes

I found the code for retrieving an NPC.

If the NPC is dead you do NOT use Resurrect.

The code doesn't seem to be working as intended at the moment.

Instead you use: player.placeatme "BaseID"

So an example of this would be if Alvor died and I needed to bring him back.

This is what it would look like: player.placeatme 00013475

You would enter that into console exactly how it is shown above.

You enter console by pressing the tilda key (~).

Hope this helps!

Alternatively, you can prevent a companion from dying by making them immortal , which means whenever their health drops to zero they will craw for a while before standing up.

To do so type the following code in your console command: setessential #BaseID 1 Replace #BaseID for the respective base

id of your companion.

It can easily be found in the wiki article of your follower.

Example for Lydia : setessential A2C8E 1

To reset to original condition use the same code placing '0' instead of '1'.

You cannot bring them back completely, but dead thrall works well

Question: I've had a few companions who have died.  Is it possible to resurrect them? If not, where can they be hired from?

How do I resurrect companions / followers?

You cannot really ressurect them but you can try the ressurect command on the console.

There is no way resurrecting someone in-game except by using console commands (PC).


From Good list of way to train all your skills on Reddit Conjuration Buy the bound sword Find slaughterfish Stand at the edge of water

so slaughterfish can't attack you, and

so that you'll still be in combat Cast bound sword (don't dual sword it), sheath your weapon and repeat.

You can get the Apprentice Conjuration magic perk to make this process go by faster.

This process is so quick you can have 100 conjuration in little over 1 and a half hour.

OR repeatedly cast soul trap on any dead creature.

Kill a weak monster (skeever) and use soul trap on it about five times, if not six then wait for one hour to regenerate magica

I use a Bound Sword as my only weapon, and my conjuration is around 40 at level 11.

I would suggest using Bound Items in combat.

Your conjuration skill does not increase by conjuring anything out of combat , it only increases while you' in combat with something or someone.

Conjuring up a creature and a weapon, and then entering combat does level up your conjuration skill.

So, try to just conjure a creature and use a bound weapon in all fights, this will level up your conjuration skill relatively quickly.

You can also cast Soultrap on dead enemies, so you could put on a lot of magicka regeneration gear and continuously cast Soultrap on dead enemies to level up the skill.

Alternatively, cast it until you run out of magicka and wait an hour (using the wait feature) and repeat.

In the lower conjuration-levels (around 20) the Soultrap spell gives nearly 1 level of Conjuration per use.

You can also summon a creature, and then attack it with a bound weapon.

After a while the summon will start fighting back, and you'll get experience.

It may be a bit cheesy, but it works and it can be done everywhere!

Least "boring" way I've found

: keep two spells handy while exploring, something like Conjure Flame Atronach and Soul Trap, or Bound Sword and Soul Trap.

Soul trap everything when you get the magicka, even while not in combat, even your companion (I don't know how many times Lydia's threatened to kill me) as you explore--animals, dead bodies, etc.

Conjure Atronach or Sword to deal with low level baddies

you are likely to encounter.

Switch to a favorite damage dealing spell or weapon for dragons, giants, etc.

From what I've noticed conjuration goes up by having a conjured creature out, but maybe only when you're actually fighting something.

While soul trapping for easy conjuration skills think about spending your hard earned cash on as many empty soul gems as you can buy and level your enchanting skill while your at it.

You can also use the invisible chest in Dawnstar to find soul gems for free

Conjuration does only level up in combat, however you can summon a creature, such as an atronach, then summon a bound weapon and start beating on it.

At about half health it will turn on you and you will get some skill ups for being in combat.

Summon atronach, make it attack you, hide from attacks, and constantly cast a bound weapon.

Best to hot key it for pc users and just switch to a new spell and back to bound weapon.

Happy leveling

Question: My conjuration is level 26 and I can't seem to figure out a quick way to level it. What's the quickest/most effective way to level it up?

What's a quick way to level conjuration?

You can buy the bound sword and find slaughterfish.

Several techniques are being described involving the Bound Sword and Soul Trap.


Ive had my items stored in my spouses house for around two weeks

and they are still there,

so, yes I believe containers in your spouses house are safe.

EDIT: They have been there for several months now without loss.

Your spouse's house is safe.

Doubtful.

Any house that is not actually one you can buy and call your own in-game would not be safe.

Except for certain exceptions, virtually all houses and buildings reset the items in them eventually.

On a relatively unrelative note, some of these exceptions are: Helgen Inn : "The ruined inn in Helgen features a wardrobe and an end table that can be used for storage, both of which do not reset.

The inn also features a perfectly preserved and functional bed.

This makes for a very useful shelter at the beginning of the game, however the fort may spawn bandits if not visited for some time."

Sleeping Giant Inn :

The chest in the secret Blades room is safe.

Best of luck.

(Source: http://www.uesp.net/wiki/Skyrim:Houses )

Some containers are safe, but not all.

Luckily

the chest I put my reagents in didn't reset, but the chest I put my Ore as well as the Barrel

I put my food in both reset at least partially.

I wouldn't store anything in your spouses house.

After marrying uthguard the unbroken, I stored things in her house.

For a little while it worked fine, then one day I came back to empty chests, and all my loot unique items and everything else was gone!!!!On a separate note, any quest items (the type you can't remove from your inventory) remained in the chest.

I don't know if this was a glitch or not, but it sure pissed me off

yes it is 100% safe you should do it all the time!

it also helps if you help her first!

Question: Is it safe to leave your stuff in your wife's house? Or will it disapear in 48 hours like anything in a dungeon?

Can stuff be put safely in your Spouse's House?

Containers in a spouse's house are generally safe. Most houses and buildings reset items eventually.

It is an arguable point with no conclusive answer.