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回報翻譯問題
2) Water Breathing.
3) Restore Fatigue.
4) Restore Health. Not necessarily the best option.
5) Sanctuary. I haven't properly tested it myself though.
6) You typically need one item with constant Levitate effect for many situations.
7) Resist Paralysis is good for spending leftovers of the enchantment capacity.
8) Fortify Enchant 10 (in other words 110 Enchant in summary) pts on self (constant effect) will allow you to spent only one charge for any cast when used items even for the strongest enchantments possible.
9) Constant Bound effect for full set of Bound items is not the worst idea. Just don't try to Bound the same item which has this enchantment or the game will crush.
The only real worthwhile armour to enchant is Daedric, especially the helm and shield.
Exquisite clothing is always worth enchanting.
Wait till you can get Grand Soul gems filled with Golden Saint.
Then you can look at constant effect, Restore Health, Restore Fatigue, Fortify Strength, Agility, luck, Intelligence etc, whatever is most useful for you..
When enchanting Constant Effect use a variable level.
i.e There is a Daedric shield you can Enchant with Constant Fortify Strength 1-50. Just keep re-equiping until you get a nice high number.
You will need a lot of money if not enchanting yourself, so having a high level in Mercantile, Personality helps. An encahnted ring with Fortify Personality 100 for 2 seconds is useful.
Depending on what type of build, character you have then things like Night-eye, Levitate, water-walk/ breath might be useful.
Example levitate 1pt for 30 seconds, good for mountain hopping.
But if you just need something basic like fatigue replen then a belt will do fine etc.
Some clever guy, mad on Morrowind and enchanting made it. Very useful.
Thank you.
Exactly what I was on about. Non constant effect items that are useful usually do not get very many charges on armour. Belts and clothes are great, in fact anything exquisite.
Cast When Used Enchantments are probably best placed onto rings, as you can carry a bunch of them (they weigh next to nothing) and switch them out when needed. If you're after some 'Cast When Used' enchantments that are useful, Restore Fatigue and Restore Health items are a great place to start, followed perhaps by some sort of 'fireball/frostball shooter' if you'd like a backup sniper weapon. Jump, Levitate and Slowfall are also amazing Cast When Used enchantments to slap onto items.
If you're after Constant Effect enchantments however, then that's usually where it is worth considering putting them onto armour items. This will vary across different armour sets, but in general:
https://en.uesp.net/wiki/Morrowind:Base_Armor
- Greaves & Pauldrons are basically not worth worrying about Constant Effect enchantments as their enchant capacities are too low,
- Helmets, Cuirass, Gauntlets and Boots have a moderate enchanting value, though there may be Constant Effect artifacts in the world that are straight up better to use than whatever custom Enchantment you can make,
- Tower Shields have the greatest enchant capacity, with Daedric Tower Shields having the highest out of any item in the game. These can only be found on Golden Saints however, with about a 1/20 spawn rate.[en.uesp.net]
Your first Constant Effect enchantment, without question, should be Restore Fatigue 4 points or more. This will allow you to replenish Fatigue while running, meaning that it should be next to impossible to have Fatigue issues with your character for the rest of the game (and thus conversations, melee combat and spellcasting will all be at maximum chance even while sprinting everywhere). This doesn't have to be an armour item either: Extravagent Belts can fit a CE 4 pt Restore Fatigue enchantment on them.
After that, the choice is up to you. Th has already provided a list, so I guess to comment on that:
- Night Eye & Water Breathing are not permanently required, but could be nice quality of life Enchantments for low/medium-capacity armour items,
- As mentioned above, Restore Fatigue 4+ points is highly recommended, as it changes quality of life dramatically.
- Restore Health as a constant effect enchantment is very expensive, so I'd be weary making your own. The Necromancer's Amulet (related to the Mage's Guild) has a Constant Effect Restore Health enchantment that allows for slow Health regeneration over time,
- IIRC, around 200 Sanctuary points are enough to have near 100% evasion chance vs all but the most lucky/agile foes (basically Gaenor, Hands of Almalexia and Maze Werewolves are all you have to worry about),
- 1 pt Constant Effect Levitate can be fun for cruising around, but is slower in a straight line than straight up running. Probably best to stick this on a ring that you can swap out easily.
- Fortify Enchant 10 pts (requires the Fortify Skill spell from the Expansions) is remarkably silly if you wish to make use of expensive Cast When Used / On Strike Enchantments, as it reduces all costs to 1, regardless of strength,
- Constant Effect Bound Items can be a nice idea for characters that wish to carry very little items around and free up carry weight.
And then if there were any more to add off the top of my head:
10. Fortify Attribute. Best to do this as a range (say 1-23 pts), and then re-equip an item until a high value is 'rerolled'. Fortify Strength is probably the most useful overall as it adds to melee damage /encumberance, but arguments can be made for Fortify Intelligence (more magicka) and Fortify Agility (high hit/dodge chance and a big reduction in staggering).
11. Resist Magicka. If you can raise Resist Magicka to 100%, you'll be immune to Damage/Absorb Health effects from your own items being reflected at you, as well as immune to Damage Attribute and Blind effects. Easier to do with some races than others (Breton/Orc don't need as many items), but potentially possible with any race.
12. Feather. This one is expensive, but if you can raise this to the point where your Encumberance is 0, you can make an insanely mobile character. Redas Robe of Deeds is an artifact item that comes with 50 pts Feather, which is higher than anything you'll be able to make in game (bar with a Daedric Tower Shield, which itself weighs 45 lbs).
yep np i might seem like an opposing force to you sometimes but i mean no ill will...i just say what comes to me at the time and sometimes have no filter. I enjoy the talks in this community though. I also have a problem where i get caught in negative conversations with other communities and it influences my judgment at times. I know it may seem like i try to argue with you all the time lol.
Some stuff i say and regret once i read it back but i do not remove stuff if i can help it because it looks bad. i am not always right but i try.
I guess i like debating with people and we may all do when we care about something.
1) Save your game.
2) Using console get yourself a Grand Soul Gem and a copy of an item with which you want to experiment.
3) Summon Golden Saint, kill him and soultrap his soul in that Grand Soul Gem.
4) Experiment.
5) Load your saved game.
The only thing that is tricky to do that way is experimenting with Vivec's and Almalexia's souls. But actually there would be only one difference in comparison with Golden Saint's soul - cast when used items with Golden Saint's soul have 400 charges, with Vivec's soul would have 1000 charges and with Almalexia's soul would have 1500 charges. The strength of an effect itself only depends on the enchantment capacity of an item. It doesn't depend on the size of the soul.
Btw it means that one can get an unlimited supply of them. There are a lot of items much weaker than daedric tower shiled, but one can get only numbered amount of them. So actually for daedric tower shield it is not a disadvantage but vice versa - it is a huge advantage.
Yes and no. The downside is that there is no guaranteed location that you can find a Daedric Tower Shield: you’re forced to murder Golden Saints, which are a random spawn aside from a few locations. And even then, there is a 1/20 chance that one spawns with such a shield, meaning potentially 50+ Saints could be murdered without the Shield spawning if you’re unlucky.
If you know how to ‘game the system’ however, then sure, you can potentially generate an unlimited amount over an unlimited period of time. You can save/reload scum close to Staada in the Sheogorad region (or other guaranteed spawns) until she spawns with the right shield. Or you can use ‘the summon looting trick’ to potentially loot as many as you want in unpatched versions of the game. TBH at this point you might as well just gift yourself a shield from the console but hey, to each their own.
In the other topic couple of days ago we've discussed such method of getting an unlimited amount of Golden Saints:
It is not exactly this method you are talking about:
But it is close.
The differences are: the corpses of Golden Saints will not vanish right after death (it is very convenient to loot and has less chances to bug something), unlimited summon time (you can kill them as slow as you want), 10 points of magicka cost for that spell (very cheap).
And after I patched the game with MCP and PfP this method still works ok. So actually it is not considered as a bug.
Ah right, the ‘Soultrap glitch in conjunction with looting summons’, which I guess the MCP forgot to patch out for some reason. I forgot about that one.
My point was: Barring any obvious game exploits (which are defined by ‘exploiting some facet of the game’ last time I checked), it’s difficult to consistently find a Daedric Tower shield, as there’s no set spawn location in game. 5% chance on a randomly spawning enemy aren’t the best odds.
But hey: play the game for thousands of hours, and that chance increases, even without exploiting. Not sure if that’s a selling point for your argument, but again, to each their own!