Posted: Mon Apr 02, 2007 2:20 am
... thanks for all the help !
The "spellmaking" might be the answer
I made a bunch ... my ranged/touch/paralyze/chameleon/levitate
I put some power in my destruction spells ... hopefully it helps those "tomb/cave" fights.
You guys have really helped.
I couldn't find that "Open Lock" spell ... I remember where the Resist Magicka is(... I didn't buy it at the beginning)
Received my Mage Guild Quest ... Casius Quest
I have to find one of those "Houses" now ... was hoping to do those mad wizards quests
... probably stick with a mainstream house; when I find one
Now I can wander and try my new spells = see if they make the difference ?
At least they're cheap, so I can remake them when needed.
I hit all the Mage Guilds ... so many spells to choose from
I stuck to those reccomended in this thread ... not sure when/where to use most of those offered
The spellmaker at Balmora said Mark/Recall are handy ... bought them too ... no idea what they do
If I mod, I think I lose my save games ?
I'll use next time.
Mr_Sir ... thanks for the link
The "spellmaking" might be the answer
I made a bunch ... my ranged/touch/paralyze/chameleon/levitate
I put some power in my destruction spells ... hopefully it helps those "tomb/cave" fights.
You guys have really helped.
I couldn't find that "Open Lock" spell ... I remember where the Resist Magicka is(... I didn't buy it at the beginning)
Received my Mage Guild Quest ... Casius Quest
I have to find one of those "Houses" now ... was hoping to do those mad wizards quests
Now I can wander and try my new spells = see if they make the difference ?
At least they're cheap, so I can remake them when needed.
I hit all the Mage Guilds ... so many spells to choose from
I stuck to those reccomended in this thread ... not sure when/where to use most of those offered
The spellmaker at Balmora said Mark/Recall are handy ... bought them too ... no idea what they do
If I mod, I think I lose my save games ?
I'll use next time.
Mr_Sir ... thanks for the link