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I also dont know what type of magic falls under which group, there are just way to many spells right now. For example currently I am using my flame with my healing, its handy as i can heal and cast at the same time....WOOT.
However I saw a video on equilirbum and a wounds spell together that also do the same thing, however getting that spell was not as easy as I thought. I am wanting to go the free spells for now and will have to work out who to get the tomes from and which ones I want. No point collecting them all if i only use a few.
I have the witches cabin now, so i can play. I assume everything plant wise is alchemy and I assume that area is free. How do i work out which element of magic or area of magic I want to go at. Some have been right, while flames are good to use i find firebolt annoying and hard to use. While lightning seeds destructive and strong sure its end level magic but is there strong lower level magic leading to that? if not it may not be work persuing that tree.
I assume poisons etc can also go to arrows, I am not sure how else to cast them without trying to kill myself as well......LOL
The only other one I know of is enchant and doing that to objects to start with, but again I am not sure how best to start that. Yes i have been collecting and saving all the gems I have so far. And a few more bandit camps might do me well for more hopefully.
So would i be correct in Alchemy, Potions & enchanting as a free start? what other options besides playing with my staff etc do i have?
Enchanting is also a fairly long and expensive process, how-ever the first level of Enchanting makes new enchantments 20% stronger, so after you learn this skill, any enchanted item you disenchant, will be available to enchant another item with 20% extra damage.
Soul gems, determine the "charge" and "strength" of enchantments, petty small gems are the weakest, with Grand being the best...
There are Black Soul gems, and they are BEST of the best, for enchanting, rare and expensive.
Any-way, after you learn the enchantment, you can apply it to a weapon that do's better damage, then the original + the 20% extra damage, from first level enchanting..
I HIGHLY suggest, looking carefully at every skill in every tree, both as and during your progression, try to plan for 10 levels ahead for example.
Varla Stones are extremely useful for this as they don't break. They can only hold common or lower souks, but they can recharge the weapon used fill them and the staves you carry.
I have a couple on my main character who uses Umbra as his main weapon, I can keep it charged with the Varla Stones.
Spell Tome is a book that teaches you a spell. You learn the spell permanently by reading it once. Once you've learnt the spell this way, you'll find the spell in your Magic inventory, and you can equip and cast (use / attack using) the spell any number of times.
Once you've read the tome (to learn the spell), the tome is of no further use to you and can be discarded or sold. Though a better option is to give the spell tome to a follower, so they can learn the spell (follower-management mods like NFF, EFF, etc. provide an option for follower to learn the spells from tomes added to their inventory). Once the follower has learnt a spell from a tome, the tome book should be sold or discarded away by the player, because the player and follower have limited carryweight capacity (limit at which inventory is overloaded, and player or follower becomes overencumbered and slowed down).
Stave/staff is an enchanted polearm weapon. You equip it like a 2H weapon, and attack with it, to cast a spell. Staves, like other enchanted weapons, have a finite "charge" of mana/magic, so you need to be recharge (replenish) it using filled soul gems at a Staff Enchanter station,
Soul gems are special gems that can contain a soul that you can trap with any enchanted weapon that has the Steal Soul enchantment on it. Weapons can be enchanted at an Arcane Enchanter station.
Wards are spells you can equip like a magical shield, and they can protect (block) against magical attacks. There are mods that allow wards to protect against physical projectiles like arrows and bolts too. There's a physical shield called Spellbreaker that also emits a ward when equipped and used for blocking. so this shield is useful for Battlemage characters.
Destruction magic - I am already using this
Alchemy - comes with the territory eventually learn this with any magic type it appears
enchant- no necessary but comes in handy for extra protection esp for magic types.
other types I am not sure about: types of spells for lower levels or to future invest in for later
Illusion
Alteration
Conjuration
Restoration
The last 4 i beleive are the ones left over I dont think I have left anything out. I have to allocation skill points, some of these need 5 points just to start off. Now do I invest in one more than the other. Or is it best to invest in another form and builld confidence with those skills and when you get enough skill points up make sure I top up these areas. For example I know restoration has avoid death.......LOL....I prefer not to kill myself in my own spell for example.
I know everyone is different, but what is available lower levels for these one and which of these should be for later??
So far in destruction i am mainly using flame.....LOL But i started using that with healing..good team.....LOL
sorry edit to add here, I am aware of staves/staffs/even heard of wards? but how do you get these are they obtained easily and are there easy advantages to using them. I dont carry around alot of soul gems and if it is one gem for one cast it might not be worth it for me. I am not sure how these are obtained, work or effective life.
Alteration can be handy, you have a skill that increase's ya armour, so handy for mages, that might lack heavy armour, HOW_EVER there is no penalty for wearing heavy armour, so a mage could waunder around in full plate, rendering alteration pretty useless.
Illusion is a big miss, never actually used Illusion, except for a "locator spell", that shows u the way to your objective, but that's a novice spell, so castable from the off.
1 more thing, i'm tired etc..... Healing potions, are 10x better then spells, and can be imbued with bonus's, I.E Restore 80 health, and increase health by 50. So spend BIG in Alc, you'll thank me later.
Yeah em, the top skill of alchemy is Purity, this prevents a lot of "concoctions", since only like attributes can be used in a potion, I have it an cant be bothered to reset my skill tree, if i'd payed attention, i'd never have got it..
It can be fun refilling ya health, at the cost of mana for example... or making a poison that' do's say 20 dam over time, and renders em vulnerable to magic hahahaha
Any ideas on the best destruction/conjuration tomes to get that wont take my life getting it........LOL
Alteration is down on the list them for now as it appears it might not be useful at all. The only one i really wanted was the scroll of equilibrum, which i beleive is totally usefull.
Illusion was not really big on my list as I dont want an illusion i want protection or something fighting with me personally.
Potions/alchemy are okay on my list to learn
For a potion that strong, u actully need to buy a few ingredients, not a spoiler, but the items are sold by kajitt traders, or regular NPC'S, the kajitt traders can be difficult to find, as there's no set time or place they'll be.
One of the ingredients can be brought from Babbette, she's a vampire assassin in the Assassin's guild, but u have to join said guild to access her.
Illusions is the one I have not used much. I am yet to go through my potions I dont want to use or have what I am not going to use. Big question there are no mage potions as such just a general potions list and it is massive. How do you scale down what potions you need.?
My understanding is that mages have magic anyhow and should be strong enough they dont need or use poisons. Which in itself is fine. it eleminates that. But I do have a question about lesser wards, they act as a magic shield but do they protect against weapons?
My reason for asking is having a fire and healing with different hands makes a pair.. I was thinking that using magic in one hand and a magic shield in the other might be another combination. Just have to watch the mana drain on it I would suspect.
Wards should provide some blocking against weapons. but it won't be great, their main purpose is to block spells, and they drain magicka at a terrible rate.
Destruction isn't great, unless you get the right perks and dual cast the spells.... most people mod it. Although the elemental burst/blast/etc spells from the CC club do make it more viable.
Thought i'd left essays behind, when I left school/collage, hahaha.
It's cool, jus Joshing ya.
There is no real order to books, 1 creature is much the same as the next, sure they have different ability's, but there's no set pattern of what works for what.
At it's most basic, a simple skeleton is sufficient for distraction, which is a novice skill, so castable as soon as u buy the right tome.
As you become more proficient in conjuration, you can buy more powerful spells, which do more damage or have better ability's.
Potions are decided largely, by ya play style, as a power mage, I don't need to create health or mana potions or even toxins, a front liner, would find toxins and healing potions very handy, and wouldn't get much use out of the others.
Wards prevent magic damage as a % the more "points" a ward has reduces the damage from magic, EXAMPLE(some-one lobs a 40 dam fireball, with a ward, you only take 20 dam).
Wards WILL NOT prevent physical damage, for that u need a shield.
The is a dadric artefact called "Spellbreaker"(I think) it's a shield and ward in one. also wards cost mana when in use, u very quickly run out of manna, using wards.
As for attack spells, fires all well and good, till u come up against something with a resistance to fire, so u really need all the spells, Fire, Ice, and Lightning.
The beginning spells are really weak, i.E Sparks, do's a mere 8 dam, easily outclassed by a bow, so what u want is targeted destruction spells, these can be cast across the battlefield.
I was wondering this myself I have my healing spell and yet i have all manner of potions that are doing the same thing. I have to check if there are any secondary effects that are beneficial. and slowly get rid of them.
The spellbreaker along with alot of others are well on the research later when more experienced comes into it I think. But its good to know options to look at.
Actually in destruction I have fire and lightning covered. I need more practice with lightning I got killed being too overconfident fighting a breton that suprised amd and end up cornered and killed which I did not expect after dodging and killing 5 walrus by the river. damn...
Its ice that is messing me up at the moment. I was going to go with Freeze and ice spike as the next level up to play with, however freeze is not as easily got as I would of hoped. So that dashes that. Will have to look into that more thou.
But then its working out what can increase the power of my destruction spells as well. I think practicing and combat itself will be the only way. I will have to hunt down a single handed weapon with high damage or enchant that, I want to get rid of the two handed weapons then I am ready to rumble.......LOL