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Posted: Mon Sep 30, 2002 8:08 am
by Obike Fixx
Thank's! I have been checking if I got any replies, like.... 99999 times a day!
Posted: Tue Oct 15, 2002 6:32 am
by almandara
Flying
Combining the Boots of Lightening Speed with my ring of 7-9 pts levitate makes for fast travel. It's like flying!
Posted: Tue Oct 15, 2002 12:51 pm
by Obike Fixx
Re: On intelligence and enchantment
Originally posted by SSRat
Anyone know of anything out there w/ more than 120 enchant points?
The Deadric Shield, I think.
Posted: Tue Oct 22, 2002 3:04 am
by Loredweller
Re: Flying
Originally posted by almandara
Combining the Boots of Lightening Speed with my ring of 7-9 pts levitate makes for fast travel. It's like flying!
You'd find 1pt is enough in this combination. (Blinding Speed, IMHO, though).
Posted: Tue Oct 22, 2002 3:11 am
by Loredweller
Re: Feather is a waste
Originally posted by SSRat
Whether you are enchanting feather or strength, the item you enchant will hold the same magnitude of each. I.E. an exquisite shirt will hold a 12 point feather or a 12 point strength (constant effect). On one hand, feather counts as a 1:1 ratio against your weight limit so a feather enchant of 12 allows you to carry 12 lbs. more equipment. 12 point strength will allow you to carry much much more.
Just wanted to stress the uselessness of feather enchants as mentioned above.
Would you check once more? IIRC, 5pt Feather=1pt Strength in enchanting. So carying capacity is the same, not the number of points. However, strength is far more useful since it gives bonuses in fight. Feather isn't a subject of drain, though.
Posted: Tue Oct 22, 2002 3:27 am
by Loredweller
My favorite:
-ASAP - Soulhunt Ring (Expensive, 100 sec., area effect);
-when there's enough skill or money- weapons of 3 sec Soultrap + Absorb Health - very helpful with Saints (or just Absorb Health for occasions there's no soul);
-levitation ring with max. duration for 1pt - with Boots of Blinding speed (if one's an Orc or Breton) or homemade (INT boosted high enough) speed potion serves quite well ;
As soon as constant effect available:
-constant levitation ring;
-constant restore fatique dresses;
-constant water breathing + 10pt light (or night eye);
-constant sanctuary item set (60% in total is quite enough; with 80% you'd hardly be ever hit);
-constant chameleon item set;
-strength on daedric tower shield
Posted: Tue Nov 26, 2002 7:06 am
by listener1632
Stuff
Abusive enchantment is the fastest way to make the game boring. The easist paths are restore health constants and 100% sanctuary. 100% absorb and chameleon are up there. I would suggest not messing with serious enchanting until you are completely bored with the game. That said, here are some suggestions.
1. Sanctuary is a percentile dodge like thing for all physical attacks. Don't know if that got answered but there.
2. 120 capacity is the best I have found and and is most commonly found in rings and amulets. The one thing that differentiates between the two is that you can use 2 rings, so if you put rings with cast when used effects in your macro's you cycle through and unequip any constant effect rings. I would suggest putting all cast when used effects in amulets.
You find amulets of all the teleport functions soon enough and I don't know about you folks but those go in my hotkeys.
3. Here are some suggestions.
- amulet with soutrap and an area effect.
- amulet with summon golden saint
- a deadric one handed sword with 73 pts electrical damage
(hmm. i wonder where I can get lots of saint souls)
- amulet of open lock 100
- amulet of paralysis area effect
- amulet of whatever you don't want to use points on but use often
- 7-7 dmg ranged electical attack items at 1 charge a shot and the rate of fire of a machine gun.... (7 times 300 = 2100).
- amulet of enrage humanoid 100 is good for avoiding legal issues
4. There are rings in the game with constant effects far better then any you can enchant. Same for amulets, necromancers amulet being the one most will find earliest. Same for gauntlets and breatsplates. I would suggest enchanting other stuff. Deadric stuff holds the most in terms of armor. I have found over 100 greater soul gems so don't think you are limited in those terms. Think in terms of how many items total you can wear at once.
5. It is really annoying to actually enchant stuff youself, and near imposssible for serious effects. If you want it, get the cash and buy it. It does not hurt to be friendly with the enchanter.
6. Focus enchanting in things that save you time, like strength, speed, levitation, teleportation, night eyes, waterbreathing etc...
7. Do not make constant effect invisibiltity items. You must remove and reequip them every time you do anything.
Posted: Sat Nov 30, 2002 7:23 pm
by rnrules
One enchantment that is fun for exploring or getting out of a tight spot is the constant effect invisiblity. Just imagine you can go outside and sleep right next to a cliff racer that would normaly make you tune him up. But with this amulet you can run from one end of morrowind to the other without getting bitten, pecked, clawed, slashed, chomped ect... ect... Remember not particulary useful since if you equip somthing or do basically anything besides run and rest you'll lose your cover and have to re-equip the amulet again...
Posted: Wed Dec 25, 2002 6:16 pm
by De_Priester
My enchants
I have created my own set of items for my personal creation I called The Warlock (special class generation not his name).
Shield of The Warlock
Daedric shield
+30 str constant
Ring of The Warlock
exquisite ring
+24 Agility constant
Amulet of The Warlock
exquisite amulet
+24 Speed constant
Cuirass of The Warlock
Ebony Cuirass constant
+8 Willpower constant
Shirt of The Warlock
exquisite shirt
+8 str constant
Robe of The Warlock
exquisite robe
restore fatigue 8 points constant
Sword of The Warlock
Daedric longsword
50 fire damage 400 charges 7/8 charge a hit
The Soulthief (I use this item for attacking Golden Saints and sleepers)
Soultrap for 12 seconds on target
Fire damage 40 points on target
paralasys 10 seconds on target
takes 5 hits to kill and capture and it takes 40 charge a hit and has 400 charges.
---------------------
Major cheese items I made (yes top ones are cheese allready)
Amulet 24% chameleon
ring (x2) 24% (48% total)
boots 8%
belt 8%
shirt 12%
in total a 100% chameleon effect nobody sees you and well your the ghostly killer
It took me 4 days to create all this loads of saving and loading not to mention a lot of haunting for golden saints that tend to kick yer ass most of the time. Anyway the set items I use make it easy to carry items and kick ass at the same time. Still could probably make something better, still looking for a spell that increases acrobatics. Nowadays I dun die anymore tho sometimes and encounter with daedra lords and their fire spells lowers my health near the edge, might have been better off creating items with resistances aswell but then again you can't have it all.
Posted: Thu Dec 26, 2002 10:11 am
by SSRat
Creating CE resistance enchantments is not very useful. They require a charge most items just don't have. You're better off with the items you've created yourself and finding items w/ resistance enchantments.
It's a pet peave of mine with the game. Some items have great enchantments that you can't recreate due to lack of enchantment points (so, how were they made in the first place).
Resistance enchantments fall into that category. What you can find is much better than what you can make. AFAIK.
Posted: Thu Dec 26, 2002 10:31 am
by Loredweller
@De_Priester
The Strength is related to Acrobatics, so it's what you have to boost. In initial versiom you might be able to get the spell Fortify Short Blade skill and on basis of it make Fortify spell or item for any skill. AFAIK it's gone rather soon with some early patch, sorry.
However, you can never find an item to boost your strength attribute high enough to have considerable effect (Adamantium helm from official plugin has 150 pts what gives 30 in Fortify attribute, and then only the Daedric Towershield has more - 45, IIRC), there's not that great difference between 100 and 130 (altogether there might be between 60 and 90) , only Alchemy might really help.
Posted: Thu Dec 26, 2002 1:20 pm
by SSRat
Standard Equipment:
Daedric Tower Shield +45 Str.
Deadric Boots +12(maybe 8) Str.
Ring of Wind +30 Agility (pre-existing item)
Ring of Str. +24 Str.
Shirt +2 Health
Pants +2 Health
Gauntlets of Randulf +20 Agility
Skullcrusher
Deadric Pauldrons +5 Night eye (each)
Wraithguard (which replaces +20Str. gaunlet)
Robe of the Hortator
Deadric Helm +?? Str.
Amulet of Strength +24 Str.
Dragonbone Cuirass
Deadric Greaves +? Str. (not much)
In Reserve:
Ring of Water Breathing
Ring of Levitation
Boots of Speed
Amulet of Luck
Ring of Str. +24
Azura's Ring
Helm of Clavius Vile
Ring of Int. +24
Of course, it's all CE and wraithguard provides some good CE resistance to magic.
I focus on strength mainly to carry things back to my stronghold.
With all my strength enchantments at the same time, i can carry approx. 1200 units of weight which is useful when on long trips. If needed, I can always cast a fortify strength for add'l short term increases.
Posted: Fri Dec 27, 2002 1:08 pm
by Loredweller
Well, it's stright for advanced PC. How about the beginers?
My suggestions (no CE, of course, too early):
Because of those annoying Bonewalkers:
Common rings to restore every atribute (do not remeber the capacity just now) or
Expensive ring with Restore 4 attributes together at once for 30;
Common ring to Restore Fatique by 30-40 at once;
Expensive Ring for Water Breathing + Night Eye (it's just more lighter than any potion at the begining and reusable).
Water Walking belt.
Belt or boots of Night Eye.
Just a bit more exotic
Ring of Slowfall for 2-3 pts together with ring of 40-60 Jump for counted seconds to cast before every jumping (great to develop Enchant skill).
Posted: Thu Jan 09, 2003 5:53 am
by Loredweller
BTW, one can put CE enchantment "summon creature" on an item and be escorted whenever he goes as far as he's wearing the item
I have 5 companions just now: Flame Atronach, Clanfear, Scamp, Greater Bonewalker and, of course, Ancestral Ghost
Higher creatures is harder to obtain if one doesn't wish to waste a Daedric Towershield or Adamantium Helm, though.
Posted: Thu Jan 09, 2003 11:28 am
by Kameleon
Posted: Thu Jan 09, 2003 1:00 pm
by Loredweller
Well, have you noticed those summons stay with you as long as you have your items on? (if one gets killed just remove an item and put back) So in fact you may have a small army here
(BTW, the largest host i've ever seen in MW was exactly 6, IIRC)
Posted: Thu Jan 09, 2003 1:30 pm
by MordorMan
Indeed a most excellent idea! It's a pity you can't use your spare equipment on those summoned creatures to make them more powerful and nicer to look at.
I am wondering about two things: Don't they all get lost very soon? If I try to escort someone they always seem to get stuck, or they can not keep up with me if I'm running and jumping. Also, the 'handy' pack rat comes to mind: it is still banging its head against the counter of the first shop I entered after I purchased it.
Second: I recall heaving read or heard somewhere that summoning creatures in towns is not appreciated. Do you ever get in trouble with the guards if you walk into a town like a one man's noah's ark?
Posted: Thu Jan 09, 2003 1:45 pm
by Kameleon
Originally posted by Loredweller
Well, have you noticed those summons stay with you as long as you have your items on? (if one gets killed just remove an item and put back) So in fact you may have a small army here (BTW, the largest host i've ever seen in MW was exactly 6, IIRC)
Sounds like a challenge to me...
Originally posted by MordorMan
I am wondering about two things: Don't they all get lost very soon? If I try to escort someone they always seem to get stuck, or they can not keep up with me if I'm running and jumping. Also, the 'handy' pack rat comes to mind: it is still banging its head against the counter of the first shop I entered after I purchased it.
I found that the NPC AI is quite good - they follow the exact path you do, unless you get close to them, in which case they reset and follow you next time you move.
Originally posted by MordorMan
Second: I recall heaving read or heard somewhere that summoning creatures in towns is not appreciated. Do you ever get in trouble with the guards if you walk into a town like a one man's noah's ark?
No - the guards only get pissed off if you actually summon them in town - walking in with them all doesn't seem to matter.
Posted: Mon Jan 13, 2003 2:37 pm
by MordorMan
Originally posted by Kameleon
Sounds like a challenge to me...
Well? Have you taken up the challenge?
Posted: Tue Jan 14, 2003 3:19 pm
by Loredweller
BTW, so CE summoned creatures are very useful on escort missions. The usually are placed behind the person you're escorting so serving as the rearguard and are able to intercept the attacks from flanks, too. I just delivered the Telvani bride this way without any reloading
If i only could keep my dear NPC from rushing to attack any incoming monster