Morrowind Item Enchant Values

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Make sure to level up Enchanting passives as soon as you can, so you can craft higher tier Glyphs, the ranks are: Aspect Improvement passive: Rank 1, Rank 6, Rank 16, Rank 31. Potency Improvement passive: Rank 1, Rank 5, Rank 10, Rank 15, Rank 20, Rank 25, Rank 30, Rank 35, Rank 35, Rank 40, Rank 50. Enchanting may refer to: Enchant (Morrowind) – A skill in The. This is a disambiguation page—a navigational aid which lists other pages that might otherwise share the same title. If an article link refers here, consider backtracking and fixing it, so that it. Traits are calculated by a percentage value, such as “increases experience gained from kills by 5%”. This can be increased by improving quality of the item. For example, here is how Training trait increases when on a bow of different rarity/quality: White – 5% increased experience; Green – 6% increased experience; Blue – 7% increased experience; Purple – 8% increased experience; Traits are not the same thing as an Enchant. You can have both Traits and Enchants on an item.

I've made a few minor mods in the construction set before, but they were simple things, generally changing the values of an item or it's armor rating or something similar. While I was playing today however, I became rather frustrated with Morrowind's enchantment system(not the price in gold the NPCs charge; expensive yes, but you CAN save up enough.) No, I was frustrated with how weak the custom enchantments are. The most expensive amulet, enchanted with the most powerful non-unique soul can yield a constant Spell Absorption or Reflect enchantment of 3%. A 3% chance to reflect spells. When generic rings worth 500 you can find lying around reflect for 10-15%. Resist spells aren't much better, because while you can get very high Fire Resistance or Frost Resistance, you can't even get mediocre Frost and Fire resistance on the same item.So.

I tried it change it. I loaded up the Construction Set, imported the.esm, and started looking at the enchant section. Couldn't find anything about the cost of enchanting, just the various effects that already exist. What about Spell Effects? Well, there is the Base Cost, but if I lower that too much the spell becomes absurdly cheap and easy to cast without enchanting items.

Values

I played around in the construction set for about an hour, but still couldn't find what I was looking for, which is one of the following:1) Decrease the cost of enchanting(not the gold cost, the 'energy' cost that limits the amount you can put on a certain item). This way stronger enchantments could be given all-around without changing anything else.2) Decrease the enchantment modifier on the base cost. While it's rather cheap to make a Reflect spell, it's horribly expensive to make a Reflect enchantment, which is why I don't want to lower the base cost.3) Increase the value of souls.

I found where I can increase the amount of enchantment an item can hold, but that doesn't help unless I can also increase the power of a soul, since with the exception of the Tribunal gods, nothing is strong enough to make a decent high-level enchantment that rivals the stuff you find lying around.4) Probably the easiest, but I guess I could 'cheat' and instead of enchanting my own item in the game, just create it in the construction set and spawn it in the world somewhere. Though I've only modified items, and never made new ones, so I don't know how to do this either.Thanks in advance for any help you can give.

I know how easy some of this stuff might seem(or maybe I'm asking for the impossible) which may make veteran modders roll their eyes at me, but I looked at the construction set wiki and that only resulted in confusion.Posts: 3430 Joined: Sat Oct 07, 2006 4:50 am. Is a reliable source of information on game mechanics.If you want to make something like a high reflect amulet, I would suggest forgetting about constant effect items. Those are for sensibly low-key support spells that are less situational; if you made constant effect easy to attain it wouldn't be any fun. Try making a cast on use enchant that will last the battle with that particularly dangerous thing whose spells you fear.

Something on the lines of Reflect 50-60% for 20 seconds, then adapt the least you need in the CS.When you examine it closely, soul gems and souls are almost incidental to enchantment effects; they just provide a magical charge for the effect. The real limit is the enchantment points on the item, so try making a new line of very magickal jewellery with 2-3x the capacity. Of course they will be very rare, expensive and shiny.Or you could bake limited edition consumable magical muffins that give you special powers. Is food enchantable?

It should be.Posts: 3341 Joined: Sun Oct 21, 2007 12:52 pm. Even the cast on use isn't very good. The best I can do with an Extravagant Amulet is get Reflect 50% for a grand total of. I guess I could hang back and activate it whenever a monster casts a spell and wait for them to run out of Magicka, but that isn't very different from just dodging which I do now. I would really like something that makes me not immune but at least resistant to magic effects. I can stand up to 3-4 enemies in melee just fine, but a single caster can ruin me unless I wait till it runs out of Magicka.I suppose I could make new jewelry as well, though I would still hit the cap pretty early it seems.Posts: 3423 Joined: Sun Feb 25, 2007 1:51 am. Well I found the solution.Forget Reflect and Spell Absorbtion, which only last for 2 seconds at 100%.

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Forget making a constant effect, which only reflects 3% of spells.Instead make a Chameleon 100% + Fortify Sneak 20 that lasts for twenty seconds. Create a weapon with a Silence enchantment. Sneak up on them, silence them, and kill them.

Never even get a chance to cast.It's not really what I wanted to do, since it stops the casters from casting instead of making me resistant to their spells, but hey. I can kill them easily now. Maybe a little too easily.Posts: 3520 Joined: Mon Jul 10, 2006 6:42 am. Why, exactly, do you need complete immunity?

I know it sounds good, but far less than 100% will dramatically increase survivability against spellcasters. Also, you haven't mentioned resist magicka, which I would expect to be cheaper than either spell absorbtion or reflect, since it lack their benefits.I don't need 100%, but 3% (or 50% for 4 seconds) doesn't cut it since two spells from one of those sleeper things can kill me.Resist Magicka would work if it worked on all spells, but these guys have fire, frost, shock, poison and absorb health. Resist magicka only works on the absorb health. Due to Morrowind's compound enchanting, I can't effectively put more than 1 resistance on an item.Anyway, it doesn't really matter now since I found a different way to handle them.

Euro truck simulator 2 money cheat engine. Seems rather cheap, but it works.Posts: 3446 Joined: Sat Jan 20, 2007 6:58 pmDisplay posts from previous: Sort.

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