It's supposed to make the charges of magic items last longer... and
make these items recharge at a faster rate as well. I'd imagine that
these are very useful perks for high level characters late in the
game. However, I haven't come across any strategy guide that
recommends this skill yet.
> Is "Enchantment" a useful skill in Morrowind?
You'll get differing opinions on this, but I've played through the MW main
quest (2x) and Tribunal and never enchanted an object. I've used many
enchanted items and didn't find that they ran out of charge too quickly.
The character I played through Tribunal with was a Spellsword, which has
enchant as a minor skill. I don't think I ever increased this skill
"naturally" - would pay to train it occasionally just to help level up. If
I was to build my own class, I wouldn't select it as a major/minor skill.
Increasing your enchant skill makes your enchanted items use less
charges.
This works always, if you increase your enchant skill by 1, all your
enchanted items use less charges.
So, yes.. enchantment is a very useful skill.
If you use the alchemy + fortify intelligence feature/exploit/bug
(another discussion) you can make your own constant effect enchantments.
>Increasing your enchant skill makes your enchanted items use less
>charges.
>This works always, if you increase your enchant skill by 1, all your
>enchanted items use less charges.
True.
>So, yes.. enchantment is a very useful skill.
I'd argue that it depends on your character. For fighter types, once
you are at a high level, you can cut things down pretty much with one
or two swings. It's not enough to deplete the charges in the weapon.
Even for a fighter type it is useful for recharging some things such as a
sword I have that levitates.
Aelyria
Heh - OTOH, I'm running a custom enchantress - enchant as her highest
skill, no weapon usage, no effective armour, and minimum hp. It works quite
well.
The nice thing about high enchant skill is that you can enchant your own
items without paying an enchanter, up to your skill level. That means
starting small, with 1-point or less enchantments, but since you're not
paying through the nose, you can upgrade items relatively freely - and
there are some that are very useful right from the start.
Generally, any effect that you use often is worth enchanting. Conversely,
spells are usually better for effects that require flexibility (like
various degrees of personality fortification), that cover a large area, or
that include several different effects.
Using 'cast on use' enchantments will improve your skill level initially -
useful bought items like life or hoptoad rings are good for this. Later on,
you may need to enchant or recharge items to advance effectively.
I understand that the game patches made an enchanting route somewhat
difficult at the start by disabling vendor and supply chest restocking. You
can buy an unlimited supply of soul gems from the Tel Branora trader, or
pay a visit to Azura later for a nice surprise.
John
"Alma Engels" <ael...@earthlink.net> wrote in message
news:UbY3a.6231$YU4.5...@newsread1.prod.itd.earthlink.net...
> Heh - OTOH, I'm running a custom enchantress - enchant as her highest
> skill, no weapon usage, no effective armour, and minimum hp. It works
quite
> well.
Yeah, someone else said it depends on what type of character you want to
play, and that's very true. I think enchant is much more useful for
characters that focus on magic, and perfect for a custom enchantress!
> The nice thing about high enchant skill is that you can enchant your own
> items without paying an enchanter, up to your skill level. That means
> starting small, with 1-point or less enchantments, but since you're not
> paying through the nose, you can upgrade items relatively freely - and
> there are some that are very useful right from the start.
Never enchanted an item in any game I've played. Since after a certain
level the game becomes really easy, I don't think customized items are
really needed after a certain point -- the stuff you find in the game is
more than you need. I can see how they'd be a big advantage at the start.
> I understand that the game patches made an enchanting route somewhat
> difficult at the start by disabling vendor and supply chest restocking.
You
> can buy an unlimited supply of soul gems from the Tel Branora trader, or
> pay a visit to Azura later for a nice surprise.
Got the surprise from Azura. I liked Sheogorath's quest a lot better. I
still chuckle when I think about what he had me do. Is he mad, or does he
just have a really warped sense of humour??? I always seem to have tons of
soul gems... probably because I never use them...
I always stick 'capture soul' on first (wasted on human opponents, I
know) so I never get quite that much 'suck'. I guess I really ought to
carry another one without the 'capture soul' .. I've got Azura's star,
so recharging isn't an issue. 8>.
--
GSV Three Minds in a Can
Outgoing Msgs are Turing Tested,and indistinguishable from human typing.
Yes.
> I always seem to have tons of
>soul gems... probably because I never use them...
>
>
--
Nicklas Wennberg
>Never enchanted an item in any game I've played. Since after a certain
>level the game becomes really easy, I don't think customized items are
>really needed after a certain point -- the stuff you find in the game is
>more than you need. I can see how they'd be a big advantage at the start.
Actually, that figured largely into my initial character choice. I was
aware that in Daggerfall, melee quickly became uber; and from what people
were saying it didn't seem like that had changed. So I thought it would be
interesting to take a non-melee character - someone who depended on her
wits and magic to *avoid* being hurt, rather than just absorbing it. Since
she needs very little money to get by, the cash glut doesn't affect her at
all.
Besides, I'm kind of fed up with characters in some crpgs, where the only
reason they have any claim to fame is that they're wielding a +150 stick of
pointiness. You could strip *this* girl of everything she owns, and she'd
still be a formidable caster; and all she needs to rebuild her library of
items is a few measly soul gems.
>I liked Sheogorath's quest a lot better. I still chuckle when I think
>about what he had me do. Is he mad, or does he just have a really warped
>sense of humour???
Absolutely, although it's very easy for a magically inclined character. And
you get a superb reward - the FoH ;^)
Every so often, I get the impulse to brandish it and shout "Tremble before
the might of Sheogorath!" at the nearest nasty. I know who to blame *that*
on, though %-)
> Besides, I'm kind of fed up with characters in some crpgs, where the only
> reason they have any claim to fame is that they're wielding a +150 stick
of
> pointiness. You could strip *this* girl of everything she owns, and she'd
> still be a formidable caster; and all she needs to rebuild her library of
> items is a few measly soul gems.
Sounds interesting. I could never play a character like that because I do
tend toward might more than magic. Might be interesting to build a
character who avoids killing wherever possible, though - perhaps relying on
hand-to-hand a lot.
> Absolutely, although it's very easy for a magically inclined character.
And
> you get a superb reward - the FoH ;^)
Actually, it's quite easy for everyone because the quest is successful as
long as you use the FoH for the killing blow.
> Every so often, I get the impulse to brandish it and shout "Tremble before
> the might of Sheogorath!" at the nearest nasty. I know who to blame *that*
> on, though %-)
LOL!
I'm playing a Mage character at the moment (this is my first character
for Morrowind) and I find Enchant essential. Casting spells is too
limited in terms of the time it takes to actually cast the spell and
the amount of Magicka a character can have (I am a Breton under the
sign of the mage so I have 2x Intelligence). I am now 16th level and
have about 30 magical devices, most of which my character enchanted
himself. I have about 70 or 80 charges worth of assorted blasting
spells. I can nuke quite a few opponents before being out of
ammunition.
The beauty of magic devices rather than spells is charges replenish
over time rather than needing you to sleep. This makes battling
through tough wilderness sections or dungeons much more viable for a
pure-magic character.
Dan
"Justin Davis" <jdavi...@nc.rr.com> wrote in message
news:k3P3a.16322$9i7.5...@twister.southeast.rr.com...
I always used an enchanter's help to enchant something. How do you
enchant your own thing?
Remove the _ from my address to email me.
OK, thank you. :)
--
Laura Goodwin
"Do what you feel in your heart to be right, for you'll be criticized
anyway. You'll be damned if you do and damned if you don't." [Eleanor
Roosevelt]
"ToolPackinMama" <la...@lauragoodwin.org> skrev i en meddelelse
news:3E97A14...@lauragoodwin.org...
This is not a bug. It's stacking. Like if you fortify intelligence. If you
do
not wait for the effect to cool off and disappear, before you do it again,
it keeps adding to the previous effect.
The remaining time keeps increasing. It is not a permanent effect. It
is just a very looong remaining time period before the effect dies out-
It is not just a question of adding the surplus time, it seems to grow
exponentially. And it can in severe cases be compared to the effect
of a pc lockup or crash, where the only solution is to reboot.
merlin
"ToolPackinMama" <la...@lauragoodwin.org> skrev i en meddelelse
news:3E98100F...@lauragoodwin.org...
Luck and enchant skill don't make it. You must also think of the controlling
attribute. It is the power source. The skill is the experience level.
Failure
in spite of high skill level must be blamed on the intelligence value
Summoning spells reflects this. Some spells, like summon flame
atronach has a high charging cost. If you are low on intelligence,
the spell will show a 'zero' value for success. When the intelligence
reach a treshhold value the chance will show a positive value which
will grow with increasing intelligence values
merlin
>in spite of high skill level must be blamed on the intelligence value
>Summoning spells reflects this. Some spells, like summon flame
>atronach has a high charging cost. If you are low on intelligence,
>the spell will show a 'zero' value for success. When the intelligence
>reach a treshhold value the chance will show a positive value which
>will grow with increasing intelligence values
If you use alchemy, you can make intelligence potions that stack, which
should help a lot for success. I made a half dozen fortify int potions,
drank them, which put my int up to 300, made another half dozen, and
repeated until my int was over 1000. Then I made a big batch of health
potions. I ended up with a stack of health potions that healed something
like 55hp/sec for 235 seconds. Unfortunately, the stacking code is
bugged. I played around with fortify health, ending up with about 4k
health, but when I zoned out of the dungeon, my health was reset to my
400 hp, BUT, the potion buff icons were still up on my buff bar. When
the potions wore off I fell over dead as the game deducted the 3600 hp
from my 400 hp it had reset me too. I had to use the console to set my
hp up to 4k until the potions wore off to avoid dying every time.
At 100 alchemy and 4k int I could also make 94% reflect potions that
lasted about 5 minutes. That's the only trouble with Morrowind, IMO.
There's too many ways to make yourself unbeatable with enchanting and
alchemy.
--
Artificial Intelligence stands no chance against Natural Stupidity.
GAT d- -p+(--) c++++ l++ u++ t- m--- W--- !v
b+++ e* s-/+ n-(?) h++ f+g+ w+++ y*
> If you use alchemy, you can make intelligence potions that stack, which
> should help a lot for success. I made a half dozen fortify int potions,
> drank them, which put my int up to 300, made another half dozen, and
> repeated until my int was over 1000. Then I made a big batch of health
> potions. I ended up with a stack of health potions that healed something
> like 55hp/sec for 235 seconds. Unfortunately, the stacking code is
> bugged. I played around with fortify health, ending up with about 4k
> health, but when I zoned out of the dungeon, my health was reset to my
> 400 hp, BUT, the potion buff icons were still up on my buff bar. When
> the potions wore off I fell over dead as the game deducted the 3600 hp
> from my 400 hp it had reset me too. I had to use the console to set my
> hp up to 4k until the potions wore off to avoid dying every time.
LOL that's funny, man. :)
There are lots of things that you can abuse in morrowind, it is part
of the freedom the game offers... IMHO you need to limit your use of
some things (alchemy, training) to enjoy the game.
I think a bigger problem is that there are nothing to challenge a
high-end warrior/battlemage with ebony armor and a high-end two-handed
sword or a bound battleaxe. The difficulty slider helps but not all
that much. Not that this stops me from playing the game again... this
time as an nightblade/assassin. One of the best games I have ever
played!
--
Nicklas Wennberg
>There are lots of things that you can abuse in morrowind, it is part
>of the freedom the game offers... IMHO you need to limit your use of
>some things (alchemy, training) to enjoy the game.
It's very difficult to keep a game with this much freedom balanced.
If you roleplay, rather than powergame, it's a bit better but...
>I think a bigger problem is that there are nothing to challenge a
>high-end warrior/battlemage with ebony armor and a high-end two-handed
and that's the "but". Even role-playing, just going through the game
will make you powerful beyond belief. Even still, it's very
enjoyable. Tribunal has much more powerful enemies, but I found it
too short.
>In <3e9a149b$0$173$edfa...@dread15.news.tele.dk> "Merlin" <pb...@danprofit.com> writes:
>
>
>>in spite of high skill level must be blamed on the intelligence value
>>Summoning spells reflects this. Some spells, like summon flame
>>atronach has a high charging cost. If you are low on intelligence,
>>the spell will show a 'zero' value for success. When the intelligence
>>reach a treshhold value the chance will show a positive value which
>>will grow with increasing intelligence values
>
>If you use alchemy, you can make intelligence potions that stack, which
>should help a lot for success. I made a half dozen fortify int potions,
>drank them, which put my int up to 300, made another half dozen, and
>repeated until my int was over 1000. Then I made a big batch of health
>potions. I ended up with a stack of health potions that healed something
>like 55hp/sec for 235 seconds. Unfortunately, the stacking code is
>bugged. I played around with fortify health, ending up with about 4k
>health, but when I zoned out of the dungeon, my health was reset to my
>400 hp, BUT, the potion buff icons were still up on my buff bar. When
>the potions wore off I fell over dead as the game deducted the 3600 hp
>from my 400 hp it had reset me too. I had to use the console to set my
>hp up to 4k until the potions wore off to avoid dying every time.
That's a bug with the fortify effect, not stacking. It should increase the
maximum health but doesn't, so if your health gets knocked down you'll die
unless you can absorb the 'damage'.
There's bugs and implementation flaws all through the game - for instance,
you can make merchants pay you for the privilege of hauling away their
stuff, make 100,000 or more easily at low levels by selling gold to the
Creeper, or make a spell that gives you several thousand magicka per
casting, with no upper limit. Stacking fortify potions is just *one* of the
things you should avoid if you want the game to retain any challenge :^)
You can even bargain with Creeper to a small extent, 1% I think.
Aelyria
Freedom is what the game is all about... and i LOVE that you can go
anywhere at anytime, areas dont suddenly appear when you need to go
there for a quest..
>>I think a bigger problem is that there are nothing to challenge a
>>high-end warrior/battlemage with ebony armor and a high-end two-handed
>
>and that's the "but". Even role-playing, just going through the game
>will make you powerful beyond belief. Even still, it's very
>enjoyable. Tribunal has much more powerful enemies, but I found it
>too short.
I am playing a Khajiit nightblade/assassin who recently got glass
armor but wont use any artifact armor. Using an unenchanted
daedric-daikatana, consider enchanting it with "damage agility" so
enemies fall over after a few strike... I use the GIANTS trubunal mod
which adds lots of harder random monsters (as well as ~30 mods that
add quests and dungeons). The game is quite fun this way.
--
Nicklas Wennberg
>I think a bigger problem is that there are nothing to challenge a
>high-end warrior/battlemage with ebony armor and a high-end two-handed
>sword or a bound battleaxe. The difficulty slider helps but not all
>that much.
The giants 2.0 addon helps a bit to add tougher monsters in. I didn't
like the dragon addon though, the hit box on the dragons is way too
small and you have to be under them to hit them. It was as bad as
killing the giant bull netch with the fork of horripilation. There'a
another difficulty addon as well but I haven't tried it.
There's also balance problems with the weapons and armor in the game.
Ebony, Glass and Daedric is just a huge leap over everything else.
Combine that with the quest and other unique drop stuff that ends up
giving you almost max in all resists by late game, where every NPC's
attack strategy seems to consist of casting spells until out of mana,
ignoring the fact that they're all bouncing off you like rain drops.
After killing Dagoth Ur, I took off all my armor but my robe and 2 rings
and went and killed Vivec. Wasn't as hard as I'd heard it was.
>Not that this stops me from playing the game again... this
>time as an nightblade/assassin. One of the best games I have ever
>played!
Yup. Only game I've ever played over again right after finishing the
first time, and there's still faction quests I didn't do.
Nightblade/assassin is fun. Crits from hiding are real nasty. You might
want to check out the assassin weapons addon if you're going that route.
(requires Tribunal) He has some more interesting weapons in there like
Sai's and also has parrying blades you can wear instead of sheilds.
> After killing Dagoth Ur, I took off all my armor but my robe and 2 rings
> and went and killed Vivec. Wasn't as hard as I'd heard it was.
LOL That's hilarious!