Enchanted Wrath
- Dorian_ertymexx
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Enchanted Wrath
Oookay. Anyone care to explain to me why one should play an Enchanter in this game?
I am on my third character, and the first all-out wizard. I mastered the Telvanni and the mages guild first, as I love those factions. I trained my skills and worked my Altmer behind off to raise my Enchant skill to a sweet 100.
Yet, I cannot create any items worth the name. Beyond low-level trinkets and the odd scroll, I end up spending CE-soulgems on constant failures. This is utterly annoying, as enchanting is my main reason to do the wizardry-thing to begin with.
So, not being the quitter, I created a spell of Fortify Enchant-skill, with a magnitude of 100. I thought 200 in the skill could do the trick. I also made an enchanter make me an Exquisite Shirt of Enchanting, with the same spell, effectively raising my Enchant skill to 300 for a short time. I STILL fail in creating items with even large (not grand!) soul-gems.
Have I missed something, or does the Enchant-skill simply suck?
Tips, facts, hints and opinions appreciated.
I am on my third character, and the first all-out wizard. I mastered the Telvanni and the mages guild first, as I love those factions. I trained my skills and worked my Altmer behind off to raise my Enchant skill to a sweet 100.
Yet, I cannot create any items worth the name. Beyond low-level trinkets and the odd scroll, I end up spending CE-soulgems on constant failures. This is utterly annoying, as enchanting is my main reason to do the wizardry-thing to begin with.
So, not being the quitter, I created a spell of Fortify Enchant-skill, with a magnitude of 100. I thought 200 in the skill could do the trick. I also made an enchanter make me an Exquisite Shirt of Enchanting, with the same spell, effectively raising my Enchant skill to 300 for a short time. I STILL fail in creating items with even large (not grand!) soul-gems.
Have I missed something, or does the Enchant-skill simply suck?
Tips, facts, hints and opinions appreciated.
Kinda Cheap Way: (highlight to read but hey if you've mastered it then read this anyways)
Go by mage teleport to wolverine hall, then to the imperial shrine there. as soon as you walk in there is a man standing in front of you. turn left and walk straight, there should be a turn and then a imperial trader, buy around 300 of bloats and ash yams and then save your game. *Make sure you have several items you want to enchant and your alchemy equipment. Select your alchemy equip and create a potion using bloats and yams. use 5 of each then drink each of the fority intellegence potions you just made SEPERATELY (By drinking one exiting inv then repeat but stay in inv after you drink last fort int potions) Rinse and repeat. Do this until you have around 3000 intellegence and save again. Go to enchant the item yourself and make it like you want it and create. Save, rinse and repeat until enchanted items are glowy with a flaky golden crust. *Becareful that you dont hit the swing button when you finish enchanting something, because it will hit the imperial and its lets say not good.... GOOD LUCK
Go by mage teleport to wolverine hall, then to the imperial shrine there. as soon as you walk in there is a man standing in front of you. turn left and walk straight, there should be a turn and then a imperial trader, buy around 300 of bloats and ash yams and then save your game. *Make sure you have several items you want to enchant and your alchemy equipment. Select your alchemy equip and create a potion using bloats and yams. use 5 of each then drink each of the fority intellegence potions you just made SEPERATELY (By drinking one exiting inv then repeat but stay in inv after you drink last fort int potions) Rinse and repeat. Do this until you have around 3000 intellegence and save again. Go to enchant the item yourself and make it like you want it and create. Save, rinse and repeat until enchanted items are glowy with a flaky golden crust. *Becareful that you dont hit the swing button when you finish enchanting something, because it will hit the imperial and its lets say not good.... GOOD LUCK
I used to hate going to weddings because the old people would always say,"You Next! You Next!" Now I go to funerals and tell them the same thing.
- Dorian_ertymexx
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Thank you for the tip. I still think it shouldn't need to be that hard to enchant stuff of value, but at least now I know the way around it.
Hmm, I'd think you need to enhance the skill, not the attribute. Never even thought about that. Again, thanks.
Hmm, just to be on the safe side... Do I have to be in front of the guy at all? Can't I just do it "at home"? I mean, is there a reason for being there, or was it just a conveniance thing?
Hmm, I'd think you need to enhance the skill, not the attribute. Never even thought about that. Again, thanks.
Hmm, just to be on the safe side... Do I have to be in front of the guy at all? Can't I just do it "at home"? I mean, is there a reason for being there, or was it just a conveniance thing?
- Loredweller
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Do not forget Luck (Corkbulb+Guar Hide), though. On my experience, there's nothing you cannot enchant with ~4K Int. and ~1K Luck.
If you haven't noticed, the weigth of a potion is the averige from weigthes of components. So i usually make cheap (and heavy) potions for next alchemy/enchanting sessions and light ones (usually more expensive to make) to carry. Also money making potion parties, such as Water Walking (Kwama Cuttle+Scales). With Int. high enough the profit is considerable, and Alchemy skill is going up, too.
It's a bit harder for classes with Alchemy in the maj./min. skill list, though, because you're eaching next level and have to rest. Although the potions you've made at the end of the session last long enough, you are going to have boost more again.
I'd suggest to go to Tel Mora and to buy there GM aparatus (Telvani alchemist has the infinite stack of every item, selling them by one in a time).
Skill helps a lot, altogether not that much. And there's no way you can boost it in 1000's as an attribute.
If you haven't noticed, the weigth of a potion is the averige from weigthes of components. So i usually make cheap (and heavy) potions for next alchemy/enchanting sessions and light ones (usually more expensive to make) to carry. Also money making potion parties, such as Water Walking (Kwama Cuttle+Scales). With Int. high enough the profit is considerable, and Alchemy skill is going up, too.
It's a bit harder for classes with Alchemy in the maj./min. skill list, though, because you're eaching next level and have to rest. Although the potions you've made at the end of the session last long enough, you are going to have boost more again.
I'd suggest to go to Tel Mora and to buy there GM aparatus (Telvani alchemist has the infinite stack of every item, selling them by one in a time).
Skill helps a lot, altogether not that much. And there's no way you can boost it in 1000's as an attribute.
Loredweller
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...for tomorrow never comes ...
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...for tomorrow never comes ...
- Dorian_ertymexx
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So, basically, I need to get alchemo-holic to do stuff!
Do you know who (if anyone) can teach you Alchemy (or for my next char) Enchant up to 100? Or at least above 55-60-ish? I had to struggle to get my Enchant from 68 to 100 (lots of poor rats died to recharge my almost-fully-charged weapon), and I haven't raised my Alchemy above 60 yet, as I cannot find anyone to teach me more. And I haven't been into doing potions myself, as I find those all over the place.
Do you know who (if anyone) can teach you Alchemy (or for my next char) Enchant up to 100? Or at least above 55-60-ish? I had to struggle to get my Enchant from 68 to 100 (lots of poor rats died to recharge my almost-fully-charged weapon), and I haven't raised my Alchemy above 60 yet, as I cannot find anyone to teach me more. And I haven't been into doing potions myself, as I find those all over the place.
- Loredweller
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Originally posted by Dorian_ertymexx
So, basically, I need to get alchemo-holic to do stuff!
Do you know who (if anyone) can teach you Alchemy (or for my next char) Enchant up to 100? Or at least above 55-60-ish? I had to struggle to get my Enchant from 68 to 100 (lots of poor rats died to recharge my almost-fully-charged weapon), and I haven't raised my Alchemy above 60 yet, as I cannot find anyone to teach me more. And I haven't been into doing potions myself, as I find those all over the place.
Enchanting is very important even for plain fighter because that skill determines how much of charge an enchanted item is going to lose on use (on hit in case of weapon). The best way to develop Enchant skill is recharging, esp. if you notice that even failed recharge attempts raises your enchant skill (in difference with other skills).
Regarding the Enchanting Master Trainer there's a thing you should know. His frenzy level with PC is set, IMHO, even below zero, so you have to have strong Calm spell to get along with him (for every time you wake up from training session, too). There are mods what corrects it, of course.
To raise in Alchemy very quickly you do not ever need a teacher, maybe only if your skill is less than 10. At least i never use a one.
Just get some money - enough to buy 300-400 both of Ash Yam and Netch Leather and 200-300 of Corkbulb and Guar Hide (do not forget to be ready to Recall where your aparatus are). Then start making Fortify Intelligence (first pair) and Fortify Luck (the second). Drink on every success! When you will get above 700 in Intellect and 200 in Luck you're going to forget about failing and may start to make those potions in parties of 3-5 to make the progress faster and to save for future sessions. BTW, as higher will be your Int. as more powerful and longer lasting will be your potions. My first enchanting session often ends at Alchemu skill 62-75. However, i'm making also about 300 Water Walk potions (Kwama Cuttle+Scales) for sale when the price of potions (what depends on skill and Int.) comes near 500, and battle potions (Fortify Int./ Willpower/ Agility/Luck/Strength, Restore Magicka/Health/Fatigue and Levitate).
The money-makers and battle potions i'm making in parties during 1-3 skill level and from more expensive lighter components (the outcome weigth is the averige of ones of the components). After that i'm turning to enchanting. Now i have a chest loaded with potions for sale, another one with battle potions and one more with potions for quiskstart of next session (in parties of 4-6 bottles of Fort.Int. and Fort.Luck).
Loredweller
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...for tomorrow never comes ...
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...for tomorrow never comes ...
- Dorian_ertymexx
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Hmm, until now I totally neglected Alchemy. I use enchanted objects. My last archer character had a CE-effect of Fort Strength that totalled way above 200. I could carry over half a ton of loot!
Same goes for many effects. An exquisite ring of water breathing and Fort Strength is a real thrill, as is a an amulet or belt of CE levitation. Slow, but nice if you live in Telvanniville.
My archer never recharged his weapons. My present character does all the time, but just so to improve the skill.
Same goes for many effects. An exquisite ring of water breathing and Fort Strength is a real thrill, as is a an amulet or belt of CE levitation. Slow, but nice if you live in Telvanniville.
My archer never recharged his weapons. My present character does all the time, but just so to improve the skill.
- Loredweller
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The only Fort.Strength item i use constantly is Daedrix Tower Shield (+45). Then a ring or a skirt just on occassion if there's more to carry. Also i wear pants of stamina (CE restore fatigue 12pt). To fly i have a extravagant belt 1pt CE levitation - together with the Boots of Blinding Speed it's quite enough. To swim uderwaters i'm using either an exquisite amulet (water breathing + 9 swift swim) or just an extrawagant belt (night eye + water breathing). For other i rather prefer either Sanctuary or Chameleon. My fulll chameleon apparel: exquisite amulet (24), exquisite ring (24), exquisite robe (8), exquisite shirt (12), exquisite skirt (12; since pants are busy with fatigue) and Cephalopod Helm (20) = 100% chameleon in total . Similar equipment for sanctuary, although there's never necessary to have 100%, for ~60% is quite enogh to be never hit (of course, i'm going in mixed unarmored/light armor grab, with heavy/medium one might wish to use the Shield instead).
All enchanted by myself, BTW
All enchanted by myself, BTW
Loredweller
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...for tomorrow never comes ...
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...for tomorrow never comes ...
- UncleScratchy
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Originally posted by Dorian_ertymexx
So, basically, I need to get alchemo-holic to do stuff!
Do you know who (if anyone) can teach you Alchemy (or for my next char) Enchant up to 100? Or at least above 55-60-ish? I had to struggle to get my Enchant from 68 to 100 (lots of poor rats died to recharge my almost-fully-charged weapon), and I haven't raised my Alchemy above 60 yet, as I cannot find anyone to teach me more. And I haven't been into doing potions myself, as I find those all over the place.
The master trainer for alchemy is in the propylon chamber at Valenvaryon. She sells GM alchemy equipment and can train you to 100 in alchemy and pretty high in two other magic skills. There are daedra worshipping orcs there so you'll have to kill them first, which isn't all that hard and their equipment is worth a lot of gold. Pile it all up in one spot and when you're ready to leave pick it all up and recall back to the mark you left in front of Creeper or Mudcrab. Lots of orc armor and weapons. Don't forget your alchemy gear
"The Khajiit mind is not engineered for self-reflection. We simply do what we do and let the world be damned." Quote from the Ahziirr Traajijazeri
"Fusozay Var Var"
"Fusozay Var Var"
- Dorian_ertymexx
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Way cool. I'll be sure to visit her soon.
I created my own traders in Tel Uvirith, mainly because it's a drag to travel to Mournhold all the time. The money is the same, and since there are no actual threats along the way, it's just a drag to spend time on the travel. Perhaps a slight cheese, but then only a very slight one indeed. They serve other purposes as well: I find it hard to believe that an arch-magister of the house Telvanni (namely "moi") would live in the desert without a seneschal and a smith of some kind.
I created my own traders in Tel Uvirith, mainly because it's a drag to travel to Mournhold all the time. The money is the same, and since there are no actual threats along the way, it's just a drag to spend time on the travel. Perhaps a slight cheese, but then only a very slight one indeed. They serve other purposes as well: I find it hard to believe that an arch-magister of the house Telvanni (namely "moi") would live in the desert without a seneschal and a smith of some kind.
- UncleScratchy
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Originally posted by Dorian_ertymexx
Way cool. I'll be sure to visit her soon.
I created my own traders in Tel Uvirith, mainly because it's a drag to travel to Mournhold all the time. The money is the same, and since there are no actual threats along the way, it's just a drag to spend time on the travel. Perhaps a slight cheese, but then only a very slight one indeed. They serve other purposes as well: I find it hard to believe that an arch-magister of the house Telvanni (namely "moi") would live in the desert without a seneschal and a smith of some kind.
I think all the strongholds are more effort than they're worth. I prefer a convienient place in town with all the basic services. Since my fav town is Caldera I made Nedhelas' haunted crypt into a base in my current game. It already had lots of existing crates and urns. Then I used the furniture store plug-in to fix it up with some bookshelfs, tables, bed, etc. The location is great as its right next to Creepers place. An added bonus is the crazy skeleton champion that continues to spawn and attack me - sort of like the butler in the Pink Pather movies. Since Nedhelas never goes into his own house you can use his portion of the building as well. Now when I get a stronghold from a great house I visit it only as many times as are necessary to advance the plot. Not only is the travel a total boring waste but then you have to contend with stumbling over all the retainers who have a nasty tendency to block doorways. Anther place that makes a good improvised base is the Council Club in Balmora after you wipe out the Commona Tong (kill the club owner as well and you can spread your stuff out on the bar and tables). It has lots of storage and two bedrooms. Its not a bad location but the town is still to spread out for my liking. Cadera, on the other hand, is nice and compact, has good stores, lots of trainers and Creeper.
"The Khajiit mind is not engineered for self-reflection. We simply do what we do and let the world be damned." Quote from the Ahziirr Traajijazeri
"Fusozay Var Var"
"Fusozay Var Var"
- Dorian_ertymexx
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- Dorian_ertymexx
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Hmm, would it be awfully cheesy to add an enchanted robe with similar effects as a "unique item" at the end of a larger quest?
I'm modding to my heart's content, and I have a few ideas of a nasty plot for the Telvanni-oriented. But as my recent troubles frustrate me, I was thinking about creating a special robe with grand advantages for enchanting and equally nasty side-effects. It'd add a 1000 to intelligence and luck, and a 100 to enchant and alchemy, for 60 seconds, on use. It'd also damage health 5 points for 60 secs, and fatigue twice the amount. Speed and agility would drop to 0. The logics behind it are that the spell, which I call the "artificers divine meditation", drains the body of energy to boost the mind for a short period of time.
But I feel a bit cheesy anyways, since you'd never wear the robe near a fight.
Is it cheese or is it OK? I feel a slight moral dilemma, and since Dr Phil won't answer my question, perchance you'all straighten me out here?
I'm modding to my heart's content, and I have a few ideas of a nasty plot for the Telvanni-oriented. But as my recent troubles frustrate me, I was thinking about creating a special robe with grand advantages for enchanting and equally nasty side-effects. It'd add a 1000 to intelligence and luck, and a 100 to enchant and alchemy, for 60 seconds, on use. It'd also damage health 5 points for 60 secs, and fatigue twice the amount. Speed and agility would drop to 0. The logics behind it are that the spell, which I call the "artificers divine meditation", drains the body of energy to boost the mind for a short period of time.
But I feel a bit cheesy anyways, since you'd never wear the robe near a fight.
Is it cheese or is it OK? I feel a slight moral dilemma, and since Dr Phil won't answer my question, perchance you'all straighten me out here?
- dragon wench
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Flushed with the success of finally trapping the soul of an oh so threatening cliff racer ... I decided to actually try enchanting an extravagant ruby amulet... *sigh* I have tried keeping it basic in terms of duration, magnitude, spell type etc. (i.e restore health, night vision etc.)..... but this is not working for me.
I seriously find enchanting *very* confusing owing to the number variables (I'm horrific at math and small details), so the science of enchanting is quite overwhelming for me.
My intelligence is at 60, and my enchant skill is at 49. Do I really need to ingest all kinds of potions for this to actually work???? That seems like *a lot* of work. But I'm getting the sense reading through this thread that better living through chemistry is about my only option here...
I seriously find enchanting *very* confusing owing to the number variables (I'm horrific at math and small details), so the science of enchanting is quite overwhelming for me.
My intelligence is at 60, and my enchant skill is at 49. Do I really need to ingest all kinds of potions for this to actually work???? That seems like *a lot* of work. But I'm getting the sense reading through this thread that better living through chemistry is about my only option here...
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- UncleScratchy
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Originally posted by dragon wench
I seriously find enchanting *very* confusing owing to the number variables (I'm horrific at math and small details), so the science of enchanting is quite overwhelming for me.
My intelligence is at 60, and my enchant skill is at 49. Do I really need to ingest all kinds of potions for this to actually work???? That seems like *a lot* of work. But I'm getting the sense reading through this thread that better living through chemistry is about my only option here...
There's not much reason to self enchant things IMO. The ring you make will not go up in value. It won't do much of anything with a cliff racer soul either. You do get points towards enchanting if you are successful but if thats what you're after then just use the soul gem to restore a charge on a enchanted item thats been depleted. Money is not a concern in this game for long and even the priciest enchantment is a bargain. Hopefully you've discovered the secrets of making obscene amounts of gold by now. In fact you'd probably be better off just selling all your common and petty souls to Creeper for the cash. Oh, I also think your INT and Enchant levels are a bit low to be successfull even with a petty soul gem. Also using even petty soul gems to recharge or enchant minor items with the goal of raising your enchantment skills is far more expensive than paying a trainer.
"The Khajiit mind is not engineered for self-reflection. We simply do what we do and let the world be damned." Quote from the Ahziirr Traajijazeri
"Fusozay Var Var"
"Fusozay Var Var"
- Dorian_ertymexx
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- dragon wench
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Originally posted by Dorian_ertymexx
Well, the point is that it is FUN to create your own stuff. That it is difficult is just boring.
That is my feeling too One of the things I love about this game is the sense of self-sufficiency and control it gives you in that you can make your own potions, enchant your own items etc. The creativity allowed is really cool! I wish you could make your own spells too, but even being able to do so with a spellmaker is nice.
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- Dorian_ertymexx
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I agree. Obviously.
But really, the more you feel that you are in a world you can change the more interesting it gets. That is why I love Gothic too, you can learn to forge swords and stuff. I find games where such options are lacking very boring. You get to run around, do heroic stuff, but you can't actually do anything NEW, ADD anything to the world. No matter how great a level sorcerer you are, you can't make new spells, for example. Blah! Interaction and self-sufficiency is alfa and omega in these kinds of games.
But really, the more you feel that you are in a world you can change the more interesting it gets. That is why I love Gothic too, you can learn to forge swords and stuff. I find games where such options are lacking very boring. You get to run around, do heroic stuff, but you can't actually do anything NEW, ADD anything to the world. No matter how great a level sorcerer you are, you can't make new spells, for example. Blah! Interaction and self-sufficiency is alfa and omega in these kinds of games.