You need 75 Alteration to be able to buy it and can get it at the mage
college.
>> Just watch out for the few things that are immune, it can come as a bit
>> of a nasty shock.
>>
>> As a Pure mage you need to get enchanting up as fast as possible,
>since
>> you're going to need multiple items of destruction fortification and
>> mana regen in order to be able to spam attack spells in the mid to late
>> game.
>
>I'm working on that
There's a cute combo trick you can do for multiple training.
You learn the enchantment spell banish.
Craft iron daggers (working up smithing)
Enchant daggers with banish (working up enchanting)
Sell daggers (working up speechcraft and making LOTS of money)
Doesn't matter that you used a petty soul gem and the daedra they could
banish are very, very low level, they're still worth a shitload of cash.
I didn't discover this, but used it to good effect with this character.
>> The upper tier destruction spells are a complete waste of time - long
>> cast time, interruptible and the damage is not that great.
>
>I suspected that they weren't much good from reading their descriptions,
>but thought perhaps I'd missed the point of them.
They are big flashy finishing move type spells, only they do such
absurdly low levels of damage for the cost and time to use them that
they are useless.
Maybe if there was an AOE paralyze spell to lock down a group of baddies
surrounding you then you could use firestorm to lightly scorch them all
at once.
If they had zero cast time they _might_ be of some utility, since
anything hitting you interrupts you and forces you to start the cast
again.
>> I actually ended up using fireball and ice storm the most, with
>> thunderbolt for single target "must not hit bystanders" situations.
>> FB and IS are not the hardest hitting, but they are AOE and they have a
>> knockback/stagger effect which can keep you alive by stopping attacks
>> from even being made, making them very handy indeed - and the AOE aspect
>> means you can hit things that are around corners - ice storm even goes
>> through bars to hit things.
>
>What's AOE?
Area of Effect.
IE a firebolt hits the target and just the target, miss and he takes no
damage.
Fireball on the other hand hits the target and explodes, not only
hitting him but everything else within a 15 foot radius.
Miss him and hit the wall 5 feet to the side of him and he still takes
the damage from the explosion.
Got someone behind a wall you can't target, but who is within 15 feet of
the edge of the wall - you just shoot the floor as close to him as you
can see and kill him anyway.
>> If you're playing unmodded with only 4 armor pieces and the limitations
>> on what can be enchanted with what you're going to have a hard time and
>> run low/out of mana a lot unless you put all your points into mana
>> (which is a death sentence, since you are going to get hit.)
>
>> I put most in mana on my first game and regretted it a great deal
>later
>> on when I started getting one and two-shotted a lot.
>> Regen health doesn't help when you get hit twice and die.
>
>I always try and get more health first, as a fresh character is very
>squishy. This is where being a high elf helped, with the extra magicka.
Yeah I was going by what I'd done in previous Elder Scrolls games, where
I wasn't planning on getting hit, but unleashing devastating magic
attacks on them before they knew I was there.
That doesn't work so well in Skyrim since the destruction spells are
somewhat under whelming and the AI can detect you even when they
shouldn't be able to.
>> >I've only used an illusion spell in battle once. If anyone has tips on
>> >using these spells, I'd be interested. Having tried them previously, I
>> >found that too often the enemies I met were over the level limit for the
>> >spells I have available, and it's not a good idea to be using up magicka
>> >on a spell which won't work. I think there should at least be a chance
>> >that a spell would work on the higher level enemies, or some way of
>> >telling what level your opponent is so that you know if it's worth
>> >trying.
>>
>> The only illusion spell worth a damn is Invisibility, and you get that
>> pretty late.
>> The good thing is you can fast train illusion since you can cast buff
>> spells like courage on any random towns person and improve it.
>
>I train illusion with the Muffle spell. While not using illusion, I
>like to get the quiet casting perk so I can use the bound bow while
>sneaking. I'm fond of the bound weapons generally, especially before
>level 30 when facing strong draugrs, to avoid he unpleasantness caused
>by being hit by a disarm shout. It's not just suddenly having no weapon
>(which confused me no end first time it happened), it's often difficult
>to find it again afterwards. I spent five minutes looking for a staff
>only a couple of days ago.
I tried muffle but found a couple of problems with it.
1. Since it affect you, you have to wait a second or two before you can
recast it or it will have no effect (same problem as healing yourself
when not hurt - you get no training benefit.)
2. It costs a hell of a lot more to cast (Checking my game with no gear
on, Courage costs 14 mana, muffle 104)
>> >I was wondering what other's thoughts were on playing a pure (well
>> >mine's slightly sullied with armour, now) mage.
>>
>> Mods. Mods. Mods.
>
>I probably should have mentioned that I play on an Xbox, so mods aren't
>available.
Oh that's a shame.
I found this pic a little while back while searching for a mod, you
might get a snicker from it, or not.
http://media.photobucket.com/user/Genzou_Fotos/media/PC_Gaming_Master_Race.jpg.html?filters[term]=dirty%20console%20gaming&filters[primary]=images
>> Clothing mods giving you more wearable items to enchant.
>> An enchant anything mod to remove the silly limitation on what
>> enchantment can be put on what item (which is NOT how all the previous
>> games were, so removing it is fair.)
>
>This is a very annoying aspect of enchanting in this game, and makes
>little sense, it seems to me.
It makes no sense at all and runs completely contrary to how it was done
in the last 3 games or the series. In fact it's a completely different
enchanting system in every way - all previous games with custom
enchanting you could have any spell you knew enchanted onto any item
(with one exception - attack spells could only go on weapons) AND you
could pay to have items enchanted for you at the mage's guild or other
enchanter types (some temples did enchanting too in Daggerfall.)
I can only assume this system was implemented to A) limit what the
player could do with enchantments and thus keep the player weak and B)
make it easy to use with a console controller - lord knows the whole
UI/control system was geared for controllers.
>> Destruction/alteration is a good combo to get to low/0 cost if using
>the
>> paralyze trick.
>
>Good point.
It's quite handy but without mods you're going to have a hard time of it
unless you choose to have no other effects.
With only 6 items by default (armor pieces, necklace, rings) you could
enchant both destruction and alteration down to 10% cast cost, and that
would be at the cost of any kind of resistances or regens.
>> Another enchantment is regen health - you really do need several of
>> these. They seem to appear in Solitude first - often at that snooty
>> clothing store.
>
>I tend to ignore health regeneration, there never seems to be enough
>time available to make much difference, and prefer to concentrate on
>reducing damage.
I like it since it means that getting poisoned or getting set on fire
isn't nearly as big a deal, since the health-damage-over-time is being
counteracted by the healing-over-time regen.
I'm not sure but it might also keep you from drowning.
>I'm still looking for a resist magic enchantment. I've spent some time
>touring the cities making money by selling crafted potions (a side
>effect of improving my alchemy skill), while checking merchants for
>anything with resist magic, and found nothing. I have the relevant
>alteration perks, and Agent of Mara, so that's 45% resistance, but
>sometimes even that's not enough.
Most of the higher end enchanted item effects seem to appear in Solitude
first - many levels before they start appearing for sale in other
cities.
>An Amulet of Talos would also be nice, but there are none of them around
>at the moment, either.
Yet later on you'll find them by the truckload it seems.
>> >[1] I like to play without a companion, beyond my trusty storm
>atronach
>> >inna stick - I get to the College of Winterhold as soon as I can and
>> >make the staff at the atronach forge.
>>
>> I'm on my second playthrough (as a sneaking archer to begin, now an
>> undead dagger user mostly) Mage was my first playthrough.
>> I have never taken a companion with me and given a choice I never will.
>>
>> I *loathe* the missions where you are forced to have an NPC companion
>> with you since you can't know what they are going to do, and at least
>> the NPCs forced on you during missions, will do things that are utterly
>> stupid, immersion breaking and likely to get you killed.
>
>Ain't that the truth. As a sneak, I find companions to be more of a
>hindrance than a help.
They really are, since apparently Bethesda is incapable of actually
scripting a sneaky type - they sneak until combat begins then turn into
a stupid berserker. Usually a rather ineffective berserker at that.
It's really bad when the people doing this are high level thieves guild
types.
When Mercer and I went after Karliah (thieves guild story arc), I'd see
some draugr, pull my bow out, shoot and kill one with my first shot,
target the next whereupon the head of the thieves guild, on a mission to
hunt down Karliah and sneaking up on her through a dungeon filled with
sleeping draugr, draws his sword, yells at the top of his lungs and
charges in blowing my stealth and getting between me and the target.
Worse yet, his battlecries are not only stupid, they're literally
nonsense; "You can't hide from me!" he bellows as he runs in against
draugr, an enemy type that never, ever, ever hides.
Having that mission complete with me getting poisoned (a scripted event)
didn't help, since I was a vampire and thus IMMUNE to poison.
But Bethesda never considered anything like that - nope you couldn't
possibly be immune or resistant or anything, nor could she not be able
to target you because you were invisible or something (which I was.)
The script knows all, the script ignores little things like continuity
and logic and game lore. All hail the mighty script!
If only the script writer had more talent than a Harlequin Romance
writer.
>> [Honestly, thieves that break stealth, yell battlecries as loud as
>> possible and charge into battle like berserkers? This is not thiefly
>> behavior and loses all the stealth combat bonuses for them AND you.
>> Yeah Bethesda, try putting a little work into the AI why don't you -
>> "charge straight at enemy" is so 1993.]
>
>It's not only that, they get in the way, often charging between you and
>the enemy while taking a swing, and getting hit themselves. They then
>complain about it, as if it's your fault.
I just did a player made quest mod, which forced me to take _5_
companions along with me.
Their leader died for no reason I could see, and one went MIA, but the
other 3 would not go away, not even when I cheated and no-clipped
through a door - they magically caught up to me later at a level
transition.
I even used the console to lock a door behind me such that it would
require a key to open, but the last remaining companion still caught up
to me.
Then I talked to him and he muttered some inane dialog like "I haven't
killed enough people today, keep bothering me and you'll make the list."
At that point I killed him.
A little while later at another level transition, 3 companion corpses
appeared with me. Now there's an immersion breaker.
Then the mod forced another companion on me, this time an impervious one
I could not kill. It was a cute thing in a way, this mage possessing
the mind of a Falmer, but it also meant he was alerting all the Falmer
to my presence since he wasn't sneaking but they wouldn't target him
most of the time - instead going after sneaking, muffled, invisible me
like I was belting out show tunes the whole time.
>> I've also seen some of them _stand_ on trap activators, taking constant
>> damage - but that's OK because Bethesda made them "vital" and unkillable
>> too.
>
>Tolfdir is particularly annoying during "Under Saarthal" when he rejoins
>you near the end, and usually stands on the poisoned dart trigger while
>staring vacantly, totally ignoring the darts flying all around and
>through him.
Yeah he's the first one you encounter I think if you don't take a minion
with you routinely. He's not the last though. :(
>[snip]
>> Nothing more immersive than a big arrow pointing directly at the lost
>> treasure of whatsit that hasn't been seen or heard of in over 200 years.
>>
>> Imagine Lord of the Rings with that effect; Would have been a short
>> movie since the Ring Wraiths would just follow the Quest Arrow and kill
>> all the Hobbits in the first act.
>
>[!]
Yeah considered in that context it makes the whole quest arrow thing
seem really, really stupid, doesn't it?
It also reduces the need to actually explore.
Oh look, huge dungeon, and I've reached an intersection with 7 passages,
which one will I choose?
Oh I'll take #4 because the arrow is over that way. Now maybe it'll
dead end and I'll have to take one of the others, but at least half the
time it will be the right choice and what was the point of the other 6
passages you'll never have to explore?
I miss the Huge sprawling dungeons of Daggerfall, where you could
actually get lost despite having a 3D map and sometimes spend hours in a
single dungeon hunting down the quest objective and/or last critter
(kill all missions.)
Those dungeons were all one continuous piece - no sub levels, no level
transitions except entering and leaving.
Skyrim is real pretty, I'll give it that.
But it's the stereotypical dumb blonde - all looks, no substance.
I feel quite sorry for you since you're on a console and can't use mods
to add that missing substance that used to come with an Elder Scrolls
game.
I'm guessing consoles don't have access to the in-game console since you
have no real way to type commands, but, on the off chance you do, you
can edit the shout delay with
player.setav shoutrecoverymult 0
The 0 means no delay and you could shout constantly.
Fiddle with it a bit to find a reasonable balance you can live with if
that's too much.
I find that even though I can shout constantly with that I almost never
actually use shouts - I have the action key set to my Vampire
Invisibility power instead. Flitting in and out of the shadows
attacking at will with my dagger is quite reminiscent of playing Aliens
vs Predator as the Predator and doing claw attacks.
On the off chance you ever play on a PC and choose to do the Vampire
thing, I highly recommend the Vampiric Thirst mod, although it does make
the game harder since it has real disadvantages - sunlight can kill you
and fast travel in the daytime is a death sentence due to Bethesda's
halfassed way of applying Damage-Over-Time effects when combined with
fast travel.
You arrive at the destination and then it calculates how much damage you
would have taken over the time it took to travel and applies the whole
amount all at once. Completely ignoring regen items that restored more
health per second than you were losing. So you can walk in complete
safety, but fast travel will always kill you unless it's raining or
snowing or otherwise not sunny.
This does have the side "benefit" of you learning more about the
landscape since you run between cities far more. I had no Idea
Labyrinthian was so easily accessible from Whiterun - I'd always come
from the other side until I was running to Solitude one day.
That mod also lets you age and level up as a vampire, gaining various
powers like blood sight and the aforementioned invisibility power
(unlike the vanilla vampire it's use anytime, not once a day, but using
it drains your blood reserve faster making you hungry and EVERYONE hates
a hungry vampire.)