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Spoilerish: items main quest
Posted: Sun Apr 04, 2004 8:55 am
by Coot
When you've convinced the Great Houses and the Ashlander tribes that you should be Hortator and Nerevarine, you get a lot of items (amulets and the like). Most of those I don't consider to be very useful, so I'd like to sell 'em or at least store 'em. Will that create conflicts later on?
Posted: Sun Apr 04, 2004 9:36 am
by Dark Master
No conflicts will be created, I usually sell the items too, apart from the ring you get from the Cavern of the Incarnate. If you sell them to the Creeper you can make a hefty bundle and use this to buy the stuff you really need - Some nice enchantments, these really start to come in useful when you begin the final stages of the game. Recomended would be:
Constant Effect items
Levitate 4 points on self - You can get about much faster in the area where you will be. (This is deliberately vague so as not give anything away). I made this a ring so I could slip it on and off.
Restore Health 4 points of self - This makes you practically invicible if you have some nice armour - Glass, Ebony or Daedric armour is good for this enchantment.
Restore Fatigue 2 points on self - Not essential, but can help a lot since you can run more without worrying about not being able to hit your target.
Fortify Luck 10 points on self - I always like this, my luck is usually about 65-80 at this point without the enchantment.
Anyway, good luck, from what you said in your post it sounds like you are getting into the really fun part of the game.
Posted: Sun Apr 04, 2004 11:31 am
by Coot
Thanks, DM! I have most of the CE items you mentioned. I'll just sell the items I don't use - not to Creeper, but to the trader in Raven Rock, Solstheim... he has 10000 instead of Creepers 5!
BTW, my luck is only 46... getting it higher doesn't seem that important to me. Am I wrong?
Posted: Sun Apr 04, 2004 12:08 pm
by Dark Master
I don't really know, things just seem to work better for me with luck higher. 65 seems to be a bit of a magic number for luck too, once it gets over that everything becomes that little bit eaisier. Unfortunetly it is not the governing attribute of anything so you don't get multipliers with it when levelling up, but I always put one point into luck unless I have 3 x5 chances - not something that's happened yet.
Later if you speak to somebody at Ghostgate you can get a new power (yes, power, not spell) and it enhances your luck, just say yes when somebody asks you to look after their lucky coin.
DM
Posted: Sun Apr 04, 2004 1:04 pm
by Coot
Yes, Wulf. I didn't trust this guy because nobody seems to know him but I took the coin anyway. I wasn't aware it granted any power though. I didn't think to check my stats.