Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But every enemy type has a cap beyond which they don't advance.
It doesn't help or explain why is there is information on spells that written their max lvl range of the target that the current spell can be used if I would not able to know either way. It's seems useless to me
If you use ~ to bring up the console and click on an enemy, one of the pieces of information displayed will be their level.
Of course, by and large yu should always be roughly matched to the enemies your fighting since, as others have noted, the enemies scale based on the character. It works in theory, but becasue all skills contibute to your level and may nit make you inherrently stronger, it can make you mismatchedly weak.
Here you go!
Yea there is a way:
open console > click on enemy till you see its ref id > type: getlevel
not a legit way but there is a way .. saying there isnt ANY is wrong
This takes away from the immersion they're supposedly aiming for, and I hope future game designers take note of this when designing single player immersive games.
edit : wow :o old topic well i am here :3