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Persuade me, Any good? Engrossing? Fun? Great.
Any replys will be appreciated.
> Well recently i'vebeen on a little exploration and mass murder...
>
"Shield of Saints"
what are the stats on that?
I went into the Balmora temple and some how managed to kill the dude in the bedroom (with the closet next to him) and I nicked all the stuff from there, Including the enchanted "Shield of Saints" which is worth quite alot!
Also I have a Daedric helm enchanted with constant levitation, water breath, chameleon and telekenesis. That also cost tonnes, but it was most definetly worth it.
Deadric Tower Shield with constant effect of Fortify Strength (1 to 89 pts).
Two Exquisite Rings with constant effect of Fortify Heavy Armour (1 to 47 pts).
The thing about these variable constant effect fortification enchantments, is that you can keep re-equipping them until you get a high value. I currently have +83 added to my Heavy Armour skill thanks to the rings, and +84 strength from the tower shield.
This brings my strength just over 200 (there's another +20 from another item), and my heavy armour skill is in excess of 160, giving me an armour rating over 350.
I don't use water breathing or levitation constant effect items any more, for the following reasons:
Drowning is slow. If you instead give yourself a restore health constant effect, you'll negate the drowning anyway, but with the added bonus of recovering health at all other times
If you go to the 'Shrine To Stop The Moon' in Vivec, you'll get 100 points of levitation for something like twelve hours of Morrowind time. That's a really long time, if you don't rest or use Silt Striders. Consequently there's very little point in bothering with any other form of levitation.
Water-walking Shoes [constant effect]
Underwater breathing Helm [constant effect]
Summon an ancestral ghost Robe [constant effect]
Telekinesis Amulet [constant effect] - my character's got a 30ft reach.
Fortify Luck Shirt [constant effect]
Santuary Pants [constant effect]
Restore health Robe to 80pts [cast when used] - no need for health potions anymore.
Fire damage Sword to 65pts [cast when strikes]
Levitation Greaves 30secs [cast when used]
and others....
Imperials = 50 pts of spell aborption and 30% risitance to blight poison
High elf = removed thier weakness to frost and gave them 30% resistance to normal weapons and 10% resistance to magicka
Orc = 50% instead of 25% resistance to magicka and a 20 pts fireshield included with berserk
Dark elf = 90% resistance to fire and 20% to poison
Khajiit = Night eye is now an abilitie and they have 100% resistance to frost and 20% to shock
Nord = no changes
Argonian = changed water breathing to an abilitie and gave them 50% resistance to blight disease
Breton = changed their resistance to magicka to 60%
Redguard = removed their poison resistance and gave them 75% resistance to corprus disease instead
Wood elf = added 75% resistance to pison
all races got more attributes and 1.0 x INT magicka bonus but Breton and High elf keep their fortified magicka also. The star signs that give x INT bonuses have also had an increase.
It's just north of Ald-ruhn.
It appears on the map yet there's nothing there but some rock pillars?