Enderal: Forgotten Stories

Enderal: Forgotten Stories

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Ivory Feb 23, 2019 @ 11:11am
Crafting mage clothes - Is it possible?
As the title suggests, I'm curious about whether or not we are able to craft clothes for mages so that they can be enchanted later on or if we have to rely on what we find for the same effect. I have stumbled upon a few blueprints during my explorations but nothing mage oriented.
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Showing 1-9 of 9 comments
Nerevar Feb 23, 2019 @ 11:15am 
you can craft an entire mage set later. already enchanted and with setbonus. stay away from self enchanting is my advice. it currently destroys all balance. its way too strong. the stuff you can enchant yourself is 5 times stronger than anything you could ever find. defeats the point of setitems and exploreing completly.
Last edited by Nerevar; Feb 23, 2019 @ 11:15am
Ivory Feb 23, 2019 @ 11:18am 
Originally posted by Nerevar:
--snip--

I'm currently using a mod called "Gameplay Overhaul" by Ixion. Do you know if it alters the enchanting tables to make them more balanced or is it just as bad? I know I should probably direct this question to the mod's creator but I was wondering if you had information beforehand.
Last edited by Ivory; Feb 23, 2019 @ 11:20am
Nerevar Feb 23, 2019 @ 11:29am 
i cannot tell you that as i play vanilla. you have to ask the mod creator for that.
but 71% damage bonus from 1 item speaks for itself when normal items in the mod max at 15% i would say. to get you an idea HOW broken enchanting is currently.
Ivory Feb 23, 2019 @ 2:36pm 
Clarification: I asked the mod's author if enchanting had been nerfed compared to vanilla Enderal and they confirmed it. So if anyone out there is using the same mod I am, go ahead and give enchanting a try. :)
Last edited by Ivory; Feb 23, 2019 @ 2:46pm
Nerevar Feb 23, 2019 @ 2:41pm 
i dont use any mods for now. want to experience forgotten stories in vanilla first. will avoid enchanting completly till the makers nerf it. the % damage effects are the big problem imo. a single ring shouldnt buff your dmg by flat 90% when unique rings in the mod dont even add 20% max.
Ivory Feb 23, 2019 @ 2:44pm 
Originally posted by Nerevar:
...

To be honest that sort of sounds like a bug. Mages have always been kind of OP in TES games but such high values don't feel intentional... are they? Enchanting may get nerfed one day but not unless enough people report it as an actual issue.
Last edited by Ivory; Feb 23, 2019 @ 2:47pm
Nerevar Feb 23, 2019 @ 2:52pm 
sureai is aware of it. the question is if its a priority for them to nerf it.

its not a bug. they simply shouldnt have added perks that buff enchanting by 90% for just 4 perkpoints. as that recreates the skyrim ♥♥♥♥♥♥♥♥ since the base enchanting skill is alot stronger in enderal than skyrim.

they balanced handicrafting and alchemy super nicely to prevent that problem. they even blocked smithing and alchemy bonus% enchantments to prevent the skyrim crap. and then they made this.

which defeats the point of thier own setitems and thier own high lvl crafted sets as these are preenchanted and thus weaker than some generic gloves and boots with this bonus on it. this isnt a matter of twice as strong. its a matter of 6-7 times as strong. which is clealry too much when you look at the average hp of enemies in the mod.

i am not talking mages. mages get the asscard on that % bonus. its only for melee/bow users. tough mages can get 100% spell cost reduction aka manaless casting. but when your sword does 300 damage that just pales in comparison. just like in skyrim.

for now all i can tell people to stay the ♥♥♥♥ away from enchanting if they dont want to ruin thier playtrough. OR dont level it past 50 points WITH bonuses already applied. when you get to 130 enchanting things get silly overpowered. meanwhile handicraft doesnt even come remotely close to that. neither does alchemy or any combat skill.
Last edited by Nerevar; Feb 23, 2019 @ 2:56pm
bbfloyd Feb 23, 2019 @ 3:58pm 
Actually, the synergistic OP gameplay is what makes this feel so much like Morrowind, and I approve.
Morrowind was great for being able to feed your alchemy into enchanting into spellcasting into alchemy and so on to make silly OP fun stuff. It was awesome. And yes, you could make it unchallenging if you overdid it.
Nerevar Feb 23, 2019 @ 5:24pm 
Originally posted by bbfloyd:
Actually, the synergistic OP gameplay is what makes this feel so much like Morrowind, and I approve.
Morrowind was great for being able to feed your alchemy into enchanting into spellcasting into alchemy and so on to make silly OP fun stuff. It was awesome. And yes, you could make it unchallenging if you overdid it.

the morrowind alchemy thing was an exploit tough. big difference. unlimited power was never intentional. each TES had its own variant of such glitches because bethetic never probaly testes thier games. but in skyrim you had 500 damage swords WITHOUT exploiting. that wasnt possible in morrowind or oblivion at all. and the sole reason for that was removeing stats. the devs then clealry ran out of ideas what enchants to put in and ♥♥♥♥ like % dmg and other % bonuses was born. an effect that never existed before in tes for a good reason.

this mod has its own fine balance. they put alot of effort into it. sure if youre playing on easy it does barely matter but when you can faceroll iron path because of ONE damn skill and 4 perks alone then something is clearly wrong with that skill. no other skill or perk makes you even close as strong as this thing currently does. which is sad given how much effort they put into balance otherwise. with time theyll nerf it down for certain tough. they also nerfed time stop and other things big time compared to release.

Last edited by Nerevar; Feb 23, 2019 @ 5:26pm
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Date Posted: Feb 23, 2019 @ 11:11am
Posts: 9