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Detection spells

Posted: Sat Jul 19, 2003 7:11 am
by Straydog
How they are supposed to work? All I get is this fancy effect, but don´t actually detect any enchantments/animals/whathaveyou.
Please, enlighten me how they work.

Many thanks
Stray :confused:

Posted: Sat Jul 19, 2003 7:25 am
by Mysteria
If you use detect key/animal/enchantement and there is any key/animal/enchantement in the spells range, a small circle appears on the map where the key/animal/enchantment is. Try casting the spell and then opening the map. Or click on the upper right edge of the map so it stays open when you are in-game so that you can see the circles. Preferably try it out the first time somewhere you already know that a key/animal/enchantment is around so you are sure to see an effect on the map. :)

(N.B. : I've only tried detect enchantment so far, but it should work in the same way for animals and keys.)

Posted: Sat Jul 19, 2003 8:59 am
by Straydog
Thank you very much. :) I suspected there was something to do with map, but was not sure.

Posted: Sat Jul 19, 2003 11:38 am
by T'lainya
The circle will also appear on the mini map in the lower right corner, you can see those miserable cliff racers following you.

Posted: Sat Jul 19, 2003 2:14 pm
by Straydog
Reason no. 1 to get a constant effect invisibility ring. I´m tired of fighting every ************ critter on my way around Morrowind. :D :p But wait! What is that lidless eye, wreathed in flames, that searches me from the east. :rolleyes:

Posted: Sat Jul 19, 2003 6:26 pm
by rnrules
heh yeah the nice thing about the ring is you can sleep wherever you want (providing you're not floating a mile up or doing the side stroke)

Posted: Sun Jul 20, 2003 1:47 pm
by UserUnfriendly
stray...one of the very few times you do NOT want a constant effect enchanted item is with a detection spell...I made a powerful constant effect detection item using tes, and it needed to be equipped and unequipped every time I changed map areas, and if a new creature happened to wander by after equipping, it did not show...annoying as all heck...

a wonderful item is a cast on use detect magic item and a nice long range telekinesis spell..use the ring or amulet to get a good look at the loot, and recast a second time to lift it...hahhahhah!!!!!!!!!!!

I think a singe exquisite ring or amulet can hold enough charges for a constant effect invisibility...its good for travelling, but for serious use, using multiple items or amulet of shadows for chameleon is a must... :p

Posted: Sun Jul 20, 2003 2:59 pm
by Straydog
UserUnfriendly. No, no, mighty Exalted Master of Cheese. I play with Lothlorien elf mod, and he´s got detect animal 50ft automatic, and I was wondering if it´s any use. I made ring with constant effect invisibility and regenerate 2 points, so it´s handy even when my cover is blown. :D Also with constant effect levitation belt, travelling is much less hazardous. Just set course, and hit autopilot (Q), and do something else while our gallant hero flies to destination. :p

Posted: Sun Jul 20, 2003 5:34 pm
by UserUnfriendly
ever tried jumping???

jumping is possibly the only reason I ever play morrowind any more...just so much FUN to have a constant effect 30-50 points of jump items, with water walking, and 1 point of slowfall and jump from place to place...the sheer rush as you fly over cities, and walk on water is what makes morrowind seriously fun...am going to reinstall to play as a vampire...and to finally finish tribuneral, dang it...

really, detect animal is not all that useful in the game..it is very good for wilderness adventures, but detect key and magic are far more useful...

you see, detect animal will only detect creatures with souls you can soultrap via gem...so certain caves, and lairs populated by mostly named npcs, or generic human bandits will render it useless...but it is handy if a lair is full of undead, or higher level monsters...

detect magic will allow you to spot a magic item even if its in a chest, it will pinpoint the item so you know where to look...and detect key is great if you plan on doing the abolitionist quests...the only locks in morrowind you cannot pick with a high security skill are slaver bracelets...

Posted: Sun Jul 20, 2003 8:32 pm
by rnrules
Yeah I usually make an amulet called "Traveler" Its a Jump 100 pts for 2 seconds and slowfall 1 pt for 30 seconds. If I'm a lightweight and have a decent acrobatics skill I can usually do an eighth of the map easily.

Posted: Mon Jul 21, 2003 12:28 am
by UserUnfriendly
Actually I've found out that about 30-50 points works just as well, if not better. and you want to have about 1-4 points of slowfall in an item...

but several jumps with about a 30 points of jump will take you just as far, and of course you can squeeze in about 15 points of jump as constant effect in an exquisite ring.

I used to claim, when I discovered superjumping a long time ago, that the best use was to boost the jump spell up to about 400, and jump from balmora to ghostgate, but since then I have discovered that a much smaller increment is far more enjoyable and useful...about a jump of 40 is perfect for me, since it only takes about 3-5 jumps to get from balmora to alhrune, and when I jump in combat I don't end up in the next township... :p :p :p

making a pair of shoes with about 2 points of slowfall and a constant effect walk on water allows you to jump from tel branora to tel fyr...jumping is a lot more fun with a small jump enhance, in a non-annoying constant effect item, and making smaller jumps...allows you to enjoy the scenery more, and its far more useful in combat...

Posted: Mon Jul 21, 2003 3:20 am
by Straydog
Heh! Last time I played, I cheesed my strenght/health to 400 respectively with corprus effects. Rest 24h, restore lost attributes, enjoy nice bodybuilding vacation on Casa del Fyr sipping Flin/Skooma/all possible intoxicants, and after 300 or so days go to speak with Fyr. Man could I jump. Lets see if I can go for 999 this time around. :D :cool: *Boing*