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Rapporter et oversættelsesproblem
dont read the 100 books till you got 100 int. this way you can raise int to 105 permanently. if you do this before 100 youll cap at 100 due to the way the bonus is added to your character. this isnt needed but its a better bonus in the end this way given how stupid easy int is to push to 100 via just spamming alchemy by gathering the fields outside erothin when they respawn every week.
note : the same staff can also be found a grotto on the coast right to the east of erothin. but this grotto contains alot of lvl 15+ enemies and its pretty much impossible to run past em due to the design of the grotto (tight tunnel) so this staff is much harder to obtain imo than swimming 10 minutes with no combat needed.
oh btw some unique jewerly sadly can only be gotten trough random chance in nehrim. and some of it is the best in the whole game. this requires cheeseing by reloading before entering a dungeon with a big jewelry loot table sadly. only other method is console use. same system as enderal but in enderal self enchanted gear is far far far stronger. but in nehrim you cannot enchant you own gear (aside from fixed gems which grant fixed bonuses which are literally always worse than found unique stuff sadly (large fire ruby excluded but that is well. final story reward so pretty much pointless argument)
important note : nehrim does not END when you beat the story unlike enderal which has a point of no return. you can keep playing infinitely.
My chest has 2 magic winds staffs, each of which does 70 damage; I have a truckload of Arcane Brotherhood staffs from their camp in the crater, those each do 100 damage.
Another thing I do early on (around level 7) is head to just outside Treomar and slaughter a couple of those giant dinos (meatbusters or something, I forget the name). They drop "Dinosaur Crystal Flakes" which give constant 30 health + 30 magic, so enchanting 2 common rings gives my stats quite a boost early on.
I haven't played Nehrim in some time so I don't recall what "large fire ruby" you refer to. When I sneak into South Realm, I eventually head to the Forgotten Mine in the crater and grind those golems (or whatever they are called), as well as the ones nearby. Eventually I will get a good collection of Fire Rubies, Ice Sapphires, and Sparkling Arcane Emeralds, each of which can enchant a weapon to add damage 6 points x 3 seconds = 18 damage, pretty good early on. I also get a few levels-up as each of those golems is something like 300 xp!
Are they worth collecting for later use ?
They have Zero {0} value and considerable weight.
Should they be stored in one of the crates for later retrieval ?
there is no INTENDED way to play an open world game dude. you are free to go where you want WHEN you want. thats what open world IS in essence. so there is no "intended" beyond leaveing the mineing area at start. youre free to go where you want and when after that point. "intended" doesnt exist here unless you blindly follow the mainquest only.
getting that staff is no EXPLOIT either. please learn what an exploit is before useing the term wrongly.
now getting into the south realm ahead of mainquest IS an exploit for certain. as that barrier isnt there for no reason and there is only 2 ways to bypass it without cheating. which both are probaly not intended. they just never fixed them. the one with treomar tower wasnt found until after the final patch even.
these dinosaur monsters do not respawn. so careful what you waste these very few dinosaur crystals on. you cannot get more.
the golems you like to claim to farm alot are also found in the north realm freely accessable without exploits and they drop the same crystals aswell.
imo north spiders are a far better target for farming as you get silk at the same time while still getting 300+ exp per kill. that ramps up rather quickly. plus they dont para you like most spiders do normally. the fire and ice golems near the volcano are in huge amount and also farmable without exploits as that area isnt mainquest gated and doesnt require exploits to access early. plus can teleport right next to it via the sarnor porter.
any person who is curious and wants to see certain parts of the map. not everyone just blindly follows thier nose and runs right into the nearest dungeon they see on the radar. alot of people played morrowind this way as there was no handholding there showing you the location of every single dungeon. so people looked at the giant map and tought : "huh i wonder what i could find over there. lets try to get there" and that same principle still works in nehrim and enderal.
if you want to become OP you dont get that staff btw. you abuse alchemy. becomeing OP requires stat grinding to gain + 5 every level. not collecting a free to loot staff. plus youre not swimming for HOURS. it takes literally 12 minutes to get there from erothin. so claim nonsense please.
there is nealy zero changes to item placement. the construction set confirms this true. so your "could" is simply proven wrong already. and that was expected. sureai themselfs said its merely ported over to steam. this isnt like enderal which got a huge content update with its steam release. its just a port.
you can safely ignore all the bones. you can revisit any part of the shadowsong mine after you drop into the "hole". anything before that hole becomes off limits forever. but there is nothing important you can miss before that point so dont worry too much about it. money is a non issue later on.
Guess I was just hoping for something more like Enderal which came with all kinds of content updates over the mod.
You are inconsistent. You say you can go where you want when you want, but that going into the south realm before the main quest takes you there is an exploit. If it is an exploit to go there before the main quest opens it up, then clearly you cannot go where you want when you want.
I doubt many people playing the game for the first time would make their way to Erothin, then decide to jump into the ocean and swim (for even 12 minutes) to some island, rather than doing quests in the area and exploring all the sites that are visible to them or on their compass. You say that is not an exploit, yet it is certainly not normal behavior for someone just barely into the game. On the other hand, climbing mountains is quite common, and often rewarding, in the Elder Scrolls games as well as in Enderal, so I hardly see where climbing a mountain to get to the other side is an exploit.
Of course there is. Nehrim is divided into zones such as level 1-7, level 8-14, etc. This is clearly indicated in pop-up messages when one enters a new zone. It is also reflected in both the strength of the enemies and the levels of the rewards. So clearly the developers INTEND for players to do quests and exploring in a zone appropriate to their level. The player may enter other zones even if they are at a lower level, but they most likely won't accomplish much, especially when they are new players without previous knowledge of the map, enemies, loot, etc.
Probably not intended by whom, the developers? You've already said there aren't intended ways to play, so which is it?
Of course, those players who would like to be overpowered early in the game and cut a swath through low level enemies without raising a sweat can certainly search the wikis and internet for suggestions such as yours how to do so. Each player can decide if doing so constitutes an "exploit".
Well, that's not necessarily true. If you've got the right spells, equipment, and enough potions, you can take on a location that's slightly higher than you by a few levels. When I did my playthrough of Nehrim, I fully explored every location in the game (that wasn't locked for story purposes with the old "You need a key" tactic) before having to permanently leave the Sanctum. If you want to do this, you just explore all of the Middlerealm, Then the Westernrealm, then the Southenrealm and Magical Crater, although I did the Magical Crater first then the Southenrealm.
I also wanted to point out that playing with magic at the start is fully possible, so you can indeed play as a Mage or battlemage, or what have you at the start, but it'll be difficult. As you explore locations, you'll find runes. By using these runes in your inventory, you can learn the spell they have on them, but you have to have access to that particular magical spell rank to be able to learn the spell. At some point though, you will want to go to the Sanctum just to have easy access to magical skill trainers, and trainers in general.
you can find trainers even for spells outside of the sanctum. same for all other trainers. its not needed to go there at all outside the mainquest imo.
i mean his argument about the level for the zones beeing "intended" is already proven wrong by a statement made by the makers themselfs years ago where they said : "its just a rough guesstimate to get the player an idea what kind of enemies he might face. youre free to go where you want in the end"
as your level isnt equivalent of your character power in this game afterall (aside ranks of magic maybe) but for melee gear matters much more than levels imo.
plus the fact there is zones which have literally ??? instead of a level average shown.
youre free to go where you want. except the southrealm. not hard to understand. you can also not enter every dungeon without haveing certain special keys first like the one with the tower defense stuff. now getting to the southrealm early requires precise knowledge where the 2 exploits are. that is definitly not something any normal player will find out themselfs without looking it up. fact. while running into an area your level is too low for is something anyone can freely do at anytime without looking anything up.
enemies in this game arent leveled. so you can always run into a foe youre not prepared for yet. thats the beauty of sureai tcs and what makes them far superior to thier tes games they are based on. no stupid leveled ♥♥♥♥♥♥♥♥ and actual handplaced loot that is meaningful. this is something enderal and nehrim do like morrowind did it back in the day. then bethetic became too lazy to do it with oblivion and it got worse with skyrim.
this killed a huge aspect of what made tes unique amoung the open world rpgs for alot of people and is a huge reason why morrowind is still viewed as the best tes till this day. exploration is REWARDED in these games. hugely. except in oblivion you got punished for it (leveled unique ♥♥♥♥♥♥♥♥ you couldnt ever get again unless you cheated or started over) or skyrim where exploring was flat out meaningless largely due to stupid crafting system and the worst artifacts in tes history.
Today I experimented swimming out from the Cape Aman. I encountered no sea monsters and the game told me to turn back.