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
In my opinion the 50% spell absorption is a must and even though you can't use it in enchantment making you can find items with said effect, therefore maximizing your chance to absorb said spell and restore your magicka
Alternatively you can keep a duplicated supply of welkynd stones hotkeyed for quick use
Magic skills gain experience due to the spells hitting something. Thus any self-targeting spell will always grant experience, and flinging fireballs into the sky won't do a thing. But if you make a spell to light yourself on fire, it'll grant experience. Once again, the magnitude of the spell is irrelevant. Heal minor wounds grants the same experience as heal greater wounds.
And there is a difference between a major and minor skill. Major skills gain experience faster than minor skills. Skills within your class's specialization also get a further bonus.
999999999999999999999999999999999999999999999999999999999999999999999999
infinite goldz