Thank you.
1. yes I was wrong, but it works to everybody and speechcraft is still of no use.
2. I tested and I can sell things at 97% value when I cast a charm 100pts 3s on touch and fortify merchantile 100pts 1s on self.
3. seems so.
4. I didn't get the perk, I can't repair gears beyond 100 and may not repair enchanted gears.
Great, and I'm afraid most of spells on sale in shops are rubbish except summoning spells, right...?
1. Agreed, speechcraft is a pretty worthless skill. :confused:
2. Ahh, I see where you're going with that one. I was just talking skill perks, but it's definitely worth noting you could abuse Fortify Mercantile and Charm for extra $$$.
3. To clarify, the only time Fortify Alchemy actually works as intended is when it's applied as an ability (and therefore the DLC Wizard's Tower has the only working fortify alchemy effect in the entire game). If it's applied as a spell, it does nothing, likely because Bethesda overdid it on the downscaling of the effect because Fortify Alchemy was a genuine problem in Morrowind, where coupled with Fortify Intelligence and Luck, you could seriously make a potion like Fortify Health 1023 points for 2476 seconds (no exaggeration).
4. You don't get the 125% repair condition perk, but rather the unbreakable hammer perk. Just as bad, though, since spending a ton of money on hammers is one of the downsides of armorer.
yes, all those fortify x can kill the need for some skills - security comes to mind, aside from the other ones mentioned.
I believe I had four of these created: Security, Mercantile, Speech and Armorer.
But you still need to properly level the skills to gain mastery perks (with a couple exceptions), so not entirely.
Disclaimer: Vanilla, this game is chock-full of exploits, so it's really up to the player at this point if he wants to ruin his experience by abusing them.