Hey Hey finally ive started getting gloden saints

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What are some good CE enchantments to get, atm i can only get 1-3 restore
health, wat items have the best enchant rating too.
 
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You want to get 'exquisite' rings and amulets (I think they cost 240
septims). They have an item charge value of 120. You can then make a ring
(or amulet) with a CE restore fatigue 2 points AND CE restore health 4
points (I just made one and called it 'Titan's blood'). Another good one is
CE Levitate 8 points.
--

I don't cheat to survive. I cheat to LIVE!!
- Alceryes

"Steven Reddy" <skr99@optusnet.com.au> wrote in message
news:40d7703e$0$18194$afc38c87@news.optusnet.com.au...
> What are some good CE enchantments to get, atm i can only get 1-3 restore
> health, wat items have the best enchant rating too.
>
>
 
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"Alceryes" <replytopost@thankyou.com> wrote in message
news:1PKdnfrjMN9Gu0XdRVn-hw@comcast.com...
> You want to get 'exquisite' rings and amulets (I think they cost 240
> septims). They have an item charge value of 120. You can then make a ring
> (or amulet) with a CE restore fatigue 2 points AND CE restore health 4
> points (I just made one and called it 'Titan's blood'). Another good one
is
> CE Levitate 8 points.

What is different btw say Constant Effect: Levitate 8pts and CE: Levitate
2pts? Does having higher levitate level make any difference?
 
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AseStar apparently said,on my timestamp of 22/06/2004 10:46 PM:

>
> What is different btw say Constant Effect: Levitate 8pts and CE: Levitate
> 2pts? Does having higher levitate level make any difference?

speed of movement.

--
Cheers
Nuno Souto
wizofoz2k@yahoo.com.au.nospam
 
Archived from groups: alt.games.morrowind (More info?)

On Tue, 22 Jun 2004 12:46:00 GMT, "AseStar" <a s e s t a r @ s t a r t .
n o> wrote:

>What is different btw say Constant Effect: Levitate 8pts and CE: Levitate
>2pts? Does having higher levitate level make any difference?
>
The 8 point one will be slightly faster, but I wouldn't bother. You
usually don't want to levitate for long periods, so use a charged item
for that. Constant effect is best on things you always want on, like a
few points of slowfall, night eye, water breathing, detect magic or
telekinesis, or any of the protective spells.
--
Greg Johnson
"The POP3 server service depends on the SMTP server service,
which failed to start because of the following error: The
operation completed successfully." (Windows NT Server v3.51)
 
Archived from groups: alt.games.morrowind (More info?)

On Tue, 22 Jun 2004 23:13:44 +1000, Greg Johnson
<gsj@labyrinth.net.au> wrote:

>The 8 point one will be slightly faster, but I wouldn't bother. You
>usually don't want to levitate for long periods, so use a charged item
>for that. Constant effect is best on things you always want on, like a
>few points of slowfall, night eye, water breathing, detect magic or
>telekinesis, or any of the protective spells.

I have a question about CE items that I haven't been able to figure
out. When creating a CE waterbreathing amulet, I got a "range"
option. I made it 6 feet, to make sure that my character was covered,
but I also noticed that increasing the range -- even up to 50 feet --
didn't change anything but the cost, i.e., it uses no more magicka to
cover 6 feet than 50, so do I actually *need* to increase the range
above 0 to get the full effect? I noticed the same thing when I put a
CE heal 1 point spell on my ebony cuirass.

Nyctolops
 
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Question about Detect Magic: How does it work? I've never used it. Maybe
I should...
 
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On Tue, 22 Jun 2004 11:57:04 -0600, Nyctolops <nyctolops@vla.nospam.com>
wrote:

>I have a question about CE items that I haven't been able to figure
>out. When creating a CE waterbreathing amulet, I got a "range"
>option. I made it 6 feet, to make sure that my character was covered,
>but I also noticed that increasing the range -- even up to 50 feet --
>didn't change anything but the cost, i.e., it uses no more magicka to
>cover 6 feet than 50, so do I actually *need* to increase the range
>above 0 to get the full effect? I noticed the same thing when I put a
>CE heal 1 point spell on my ebony cuirass.

For any spell you want cast on yourself that would just be a waste of
money. CE spells should really have a range of self, and no other
options - when you're making an enchantment in the construction set, and
you switch the type to CE, all ranges are automatically changed to Self.
--
Greg Johnson
"The POP3 server service depends on the SMTP server service,
which failed to start because of the following error: The
operation completed successfully." (Windows NT Server v3.51)
 
Archived from groups: alt.games.morrowind (More info?)

On Wed, 23 Jun 2004 08:02:05 +1000, Greg Johnson
<gsj@labyrinth.net.au> wrote:

>On Tue, 22 Jun 2004 11:57:04 -0600, Nyctolops <nyctolops@vla.nospam.com>
>wrote:
>
>>I have a question about CE items that I haven't been able to figure
>>out. When creating a CE waterbreathing amulet, I got a "range"
>>option. I made it 6 feet, to make sure that my character was covered,
>>but I also noticed that increasing the range -- even up to 50 feet --
>>didn't change anything but the cost, i.e., it uses no more magicka to
>>cover 6 feet than 50, so do I actually *need* to increase the range
>>above 0 to get the full effect? I noticed the same thing when I put a
>>CE heal 1 point spell on my ebony cuirass.
>
>For any spell you want cast on yourself that would just be a waste of
>money. CE spells should really have a range of self, and no other
>options - when you're making an enchantment in the construction set, and
>you switch the type to CE, all ranges are automatically changed to Self.

Thanks. I really wondered about that, picturing the water-breathing
as a bubble around my character, but it's nice to know that a range of
0 is all I need.

Nyctolops
 
Archived from groups: alt.games.morrowind (More info?)

"Greg Johnson" <gsj@labyrinth.net.au> wrote in message
news:hkahd0lsb7p45bd864ui3p01m1bqdkppmp@4ax.com...
> do I actually *need* to increase the range
> >above 0 to get the full effect? I noticed the same thing when I put a
> >CE heal 1 point spell on my ebony cuirass.
>
> For any spell you want cast on yourself that would just be a waste of
> money. CE spells should really have a range of self, and no other
> options - when you're making an enchantment in the construction set, and
> you switch the type to CE, all ranges are automatically changed to Self.
> --
> Greg Johnson

Darn. There goes the idea I had to make a CE item that did elemental damage
in a 6 feet radius. I figured I'd be like an elemental and bad guys would
get burned, frozen or shocked just being around me.

(Not that a lot of folks aren't shocked by my presence, anyway.)

Another neat CE effect I am considering is Turn Undead. If it'll work as
intended. This is more for a cleric type character, I suppose, in the
role-playing sense, but it could be for any character that just gets the
heebie jeebies from skeletons and zombies.

Since my current character is a sneaky greedy type, I think that Detect
Enchantment will go on some CE item soon.

Now to find more of those saintly fellows...
 
Archived from groups: alt.games.morrowind (More info?)

> Now to find more of those saintly fellows...


Hee hee! "Heeeere, Sainty Sainty Sainty!"

This is sorta weird, but do you find them that hard to kill? I didn't,
really. Umbra gave me a SERIOUS run for my money, but my first Sainty wasn't
that tough...huh.

Also, where the &%#$ do you find the Grand Sould Gems to capture them in?
 
Archived from groups: alt.games.morrowind (More info?)

On Tue, 22 Jun 2004 23:42:07 -0500, "Andy B"
<AndyNoSpamHereEitherBadeaux@cox.nospam.net> wrote:

>Another neat CE effect I am considering is Turn Undead. If it'll work as
>intended. This is more for a cleric type character, I suppose, in the
>role-playing sense, but it could be for any character that just gets the
>heebie jeebies from skeletons and zombies.

AFAIK, Turn Undead wasn't fixed by any official patch - maybe there's
some unofficial one that will fix it, but if so I don't know about it.
--
Greg Johnson
"The POP3 server service depends on the SMTP server service,
which failed to start because of the following error: The
operation completed successfully." (Windows NT Server v3.51)
 
Archived from groups: alt.games.morrowind (More info?)

On Wed, 23 Jun 2004 04:50:15 GMT, "DoomMunky"
<MunkyNorth@literotica.org> wrote:

>This is sorta weird, but do you find them that hard to kill? I didn't,
>really. Umbra gave me a SERIOUS run for my money, but my first Sainty wasn't
>that tough...huh.

Umbra has good defense and OK attack, while the saints have good attack
and not much defense. If I surprise a saint, it goes down quickly, but
if I don't notice it then It can be a real problem.

>Also, where the &%#$ do you find the Grand Sould Gems to capture them in?

If you have Tribunal installed, there's an enchanter in Mournhold who
has an unlimited supply.
--
Greg Johnson
"The POP3 server service depends on the SMTP server service,
which failed to start because of the following error: The
operation completed successfully." (Windows NT Server v3.51)
 
Archived from groups: alt.games.morrowind (More info?)

On Wed, 23 Jun 2004 04:33:28 GMT, "DoomMunky"
<MunkyNorth@literotica.org> wrote:

>Question about Detect Magic: How does it work? I've never used it. Maybe
>I should...

Detect Animal shows all creatures as red circles on your automap.
Detect Key shows keys as light green circles on your automap.
Detect Enchantment shows magical items as light blue circles on your
automap.
All of these need a reasonable range to be useful, and the ones further
down the list overwrite those further up - a person carrying a key shows
as green, not red, and people with magic weapons show up as moving blue
circles. This can be a good hint that someone is more dangerous than
they look.
--
Greg Johnson
"The POP3 server service depends on the SMTP server service,
which failed to start because of the following error: The
operation completed successfully." (Windows NT Server v3.51)
 
Archived from groups: alt.games.morrowind (More info?)

> All of these need a reasonable range to be useful, and the ones further
> down the list overwrite those further up - a person carrying a key shows
> as green, not red, and people with magic weapons show up as moving blue
> circles. This can be a good hint that someone is more dangerous than
> they look.


Cool, thanks. But is any of it really useful in terms of gameplay? I mean,
I can see Detect Creatures maybe being used to find the one freakin' rat
that is preventing you from resting and healing, but otherwise? Detect Key
I can understand would be good for non-thiefy types...
 
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On Wed, 23 Jun 2004 06:23:48 GMT, in alt.games.morrowind, "DoomMunky"
<MunkyNorth@literotica.org> wrote:

>Cool, thanks. But is any of it really useful in terms of gameplay? I mean,
>I can see Detect Creatures maybe being used to find the one freakin' rat
>that is preventing you from resting and healing, but otherwise? Detect Key
>I can understand would be good for non-thiefy types...

Detect Key is handy for keys to any lock that can't be picked or spelled
open: Slave Bracers, for example.

Detect Enchantment is good for finding things hidden in out of the way
corners in dungeons: on top of pillars, behind rocks, etc. Especially
useful for finding quest items.
 
Archived from groups: alt.games.morrowind (More info?)

> Detect Key is handy for keys to any lock that can't be picked or spelled
> open: Slave Bracers, for example.


Ooh, maybe knowing this I can finally undertake my quest to free the slaves
of Vvardenfell...but I've heard that keys don't even exist for all the
bracers on the island.
 
Archived from groups: alt.games.morrowind (More info?)

On Wed, 23 Jun 2004 06:23:48 GMT, "DoomMunky"
<MunkyNorth@literotica.org> wrote:


>Cool, thanks. But is any of it really useful in terms of gameplay? I mean,
>I can see Detect Creatures maybe being used to find the one freakin' rat
>that is preventing you from resting and healing, but otherwise? Detect Key
>I can understand would be good for non-thiefy types...

There's at least one quest where you need to find the body of someone
who was carrying some magic items. It's very non-obvious, but actually
fairly near the path in the area where you're told to look, and having
Detect Magic on could save you _hours_ of fruitless searching.
--
Greg Johnson
"The POP3 server service depends on the SMTP server service,
which failed to start because of the following error: The
operation completed successfully." (Windows NT Server v3.51)
 
Archived from groups: alt.games.morrowind (More info?)

That's entirely true, I've seen at least one plug-in that remedies that, but
without the plug-in there are a large number of slaves that you can't do
anything for.

"DoomMunky" <MunkyNorth@literotica.org> wrote in message
news:GsiCc.11370$w07.3492@newsread2.news.pas.earthlink.net...
:
: > Detect Key is handy for keys to any lock that can't be picked or spelled
: > open: Slave Bracers, for example.
:
:
: Ooh, maybe knowing this I can finally undertake my quest to free the slaves
: of Vvardenfell...but I've heard that keys don't even exist for all the
: bracers on the island.
:
:
 
Archived from groups: alt.games.morrowind (More info?)

In article <YloCc.3592$AA4.2943@newssvr32.news.prodigy.com>, Kalheka wrote:
> That's entirely true, I've seen at least one plug-in that remedies that, but
> without the plug-in there are a large number of slaves that you can't do
> anything for.

It seems that while there might not be a key, there may be a flag. I found
a slave dealer who had two slaves. Bought them both, let them both go, then
got a "refund" from the slaver. I never actually recieved a key though.

> "DoomMunky" <MunkyNorth@literotica.org> wrote in message
> news:GsiCc.11370$w07.3492@newsread2.news.pas.earthlink.net...
>:
>: > Detect Key is handy for keys to any lock that can't be picked or spelled
>: > open: Slave Bracers, for example.
>:
>:
>: Ooh, maybe knowing this I can finally undertake my quest to free the slaves
>: of Vvardenfell...but I've heard that keys don't even exist for all the
>: bracers on the island.
>:
>:
>
>
 
Archived from groups: alt.games.morrowind (More info?)

<seek@sentinal.smokegroup.net> skrev i en meddelelse
news:slrncdff1l.da6.seek@sentinal.smokegroup.net...
> In article <YloCc.3592$AA4.2943@newssvr32.news.prodigy.com>, Kalheka
wrote:
> > That's entirely true, I've seen at least one plug-in that remedies
that, but
> > without the plug-in there are a large number of slaves that you can't
do
> > anything for.
>
> It seems that while there might not be a key, there may be a flag. I
found
> a slave dealer who had two slaves. Bought them both, let them both go,
then
> got a "refund" from the slaver. I never actually recieved a key though.
>
> > "DoomMunky" <MunkyNorth@literotica.org> wrote in message
> > news:GsiCc.11370$w07.3492@newsread2.news.pas.earthlink.net...
> >:
> >: > Detect Key is handy for keys to any lock that can't be picked or
spelled
> >: > open: Slave Bracers, for example.
> >:
> >:
> >: Ooh, maybe knowing this I can finally undertake my quest to free the
slaves
> >: of Vvardenfell...but I've heard that keys don't even exist for all
the
> >: bracers on the island.
> >:
> >:
> >
> >

There are only three ways (or two) to make freeing
(unlocking/freeing) slaves possible.

The vampires cattle are not supposed to be freed
so - no key and no freedom. Don't even want the
freedom.

Or it is a dedicated lock, where only one specially
named key will work. Cannot be picked - or even
blown open by spells

The rest can be picked, if they show a lock percentage
value. And if your security is 80+, even a journeymans
lockpick will open a lock 100% lock

merlin