Morrowind enchanted items. Morrowind how to enchant on a constant effect thing. Levitation trick

There must be something on this site for one of my favorite games. Let's start with something simple. On this page, the basic tips on the survival of the magician on not forgiving stupid mistakes of the gloomy volcanic island of Morrowind - Wawdenfelle.

Lyrical digression

In general, it should be noted, the game is full of various kinds of "free" content, which greatly increases the hero's power in various aspects, you just need to figure out where and what to look for.

Here and boots, accelerating the task to supersonic speed, and alchemy, on which you can "pump" the hero in a matter of minutes and also discern, and the secret, but from passing into the passage in one place, animals, buying goods at a nominal price. And many more, many secrets, open which - and you are strong and rich, and the same set of or gaming holes, or "Fich", allowing you to climb in the game at a time.

The following tips have several "antique" value, since, first of all, finding their way in the gameplay plan in Morrowind is not so difficult, and secondly, role mechanics pumping are not the strongest side of the game. "Morrowind" needs to be studied, carefully reading the dialogues (yes, this is the game of those times when the dialogues sometimes had not to listen, but read) and painstakingly examine the ancient and mysterious culture of the red-eyed dark elves. And at what speed and how do you want to exterminate local animals and honest people - your business.

Hills and Cauccoules

Playing a magician, try to abide by the well-known principle of "divide and conquer": stretch the opponents along the line and deal with them one way, not letting it get to yourself. Artificial intelligence in Morrowind completely does not shine with this most intelligence - you can climb on the hill and shoot an opponent by spells.

Skump from caldera

In the estate of the Morachi in Calder, there is an amazing creation - Skump. He is interested in what binds objects at their nominal value, and its budget in 5,000 gold is replenished daily.

Put the return mark next to the scam and use it at the end of each quest, passing the lootable good at competitive prices.

In the game, another similar "favorable" creation - Mudcrab was harnessed. He has a little dairy budget - 10,000 coins. If you are not too lazy, you can drag it with you with the help of an order spells and levitation into your home. You can find it near the dwelling ruins in the south-south-west card.

Cheap alcohol

This is a simple advice in case you just started the game and you have a magic class to which you cannot fully rely. In this case, we can carry with you just in case several bottles of the local analogue of vodka - the judges - and some kind of dagger.

The judges will significantly increase your strength for a complete minute, but it is very inexpensive at the same time. Drinking a couple of bottles of this nasty, you, of course, will have a swim and you will not be able to use your strengths, but it is easily carrying out enemies into pieces and go further.

Levitation trick

When colliding with a group of opponents of the melee, levitation spell will be very useful. Clamp on the enemies by this damage: she will slow them down so much that you can slowly understand with all one small arms or spells.

Useful items

In the game, many very strong artifacts, all of them to list is an ungrateful matter. Therefore, I will dwell only on those that seemed to me most useful for the magician.

These incredible boots provide a carrier crazy speed in exchange for full blindness. Before putting boots, use potions, spells or items that will give you 100% resistance of magic, and you get an increase to speed without negative impact.

You can get this artifact by performing a simple task by escorting the pimen in Gnaar IOC. It is located in Western Highlands, near the road to the south-west of the Fort of Petrow Butterfly).

You can get this amulet, proceeding to the southwest from the Ald-Victims under the bridge leading to the dormant ruins of Arkgritunch-Schrotnes. Talk to Synett Jelin, which is standing at a small pond. If you agree to her request to help find a ring in the pond, then after you do, Dranka will attack you, and with her and her report - Taving Tedran.

Crawing with robberies, aimed Tavoon Tedran - on her body you will find the amulet of the shadows. This amulet greatly facilitates the life of the thieves and assassins, but it will also come in handy to the magicians. However, at the end of the game, the magician can enchant himself something better.

Classic for the game Elder Scrolls Artifact. Allows you to save on the stones of the shower, because when used it is not broken, but empty. In "Morrowind", only azura star can accommodate the souls of the almalia and Vivek.

This spear can be found in the arch of Televanni in Vivec. Guard will not mind if you take it. Useful a big bonus to absorb magic.

ThingParameters

Amulet necromanta
Weight: 1.0.
Cost: 240.
Resistance to ordinary arms: 25%
Increase Intellect: 25P.
Restoration of health: 1P.
Spell absorption: 25p.

An extremely useful amulet is perhaps one of the strongest and pleasant artifacts in the game. It adds protection against attacks by conventional weapons, restores health, significantly increases intelligence and allows you to absorb spells. What else do you need to Magu?

You can remove the amulet from the Supreme Magician of Tremis. "Legally" this can be done by passing the story thread in the magician guild.


The nominal value of this mantle, as in many other items in Morrowind, does not reflect the true value of the artifact. The most useful property of this mantle is the ability to reflect a quarter of all enemy spells.

This artifact can be found during the passage of the tasks of the Great House of Televanni, namely, the Quest of the Nevel. Honestly, he will not give you a gown anyway, so you have to apply gross power.

ThingParametersEffects (permanent effect, on yourself)

Mantle Lich
Weight: 8.0
Cost: 22000.
Reduction of Health: 600P
Increase mana: 300p

This mantle works with the effects described in the table, only if there are already two unofficial patch at once: GFM and MCP. The first rules the duration of the effects from one second to constant action, and the second corrects the mechanics of the game in such a way that it increases not only the current value of mana, but also the maximum. If you have the specified patches, the artifact can be very useful. However, there are mantle and better.

Lich mantle can be removed from Lica Gedna roared during the passage of the main task of the Tribunal.

ThingParametersEffects (permanent effect, on yourself)

Pokrov burning
Weight: 3.0
Cost: 10000.
Reduction of attractiveness: 100p
Vulnerability to ordinary weapons: 20p.
Increased magic: 5xint.
Sunny damage: 20p
Increased witchcraft: 50p.

Would be the best mantle in the game if there were no strong negative effects. All of them are neutralized by the 100 percent effect of the magic resistance, with the exception of the solar damage. What would you do, in the afternoon your health will melt. And remind you of this will be unpleasant reddish screen ripple.

You can remove the robe from the crazy necromancer Timvaula in the icy cave Rimhull. It is located in Solstima near the village of Scalov.

Atrona sign

If you start the game and plan to create a pure magic class, it will reasonably choose a sign of atrons. On the one hand, most of the opponents in the game attack not magic spells, but physical attacks, so the bonus from the absorption of magic looks doubtful. On the other hand, the Atrona sign gives a significant increase to the number of magic. Since the canonical magician is interested in increasing the number of mana, then this sign is "registered".

An unpleasant moment with this sign is that he freezes the natural recovery of magic. But in Morrowind magic and is still restored only during sleep. Alchemy "our everything".

Restoration of magic with the help of Atronah

  1. Donations. Sacrifice the shrines of Almsiwi and the Imperial Pantheon. Every time you activate the shrine, there is a 50 percent chance to absorb spell. Considering that in some cases, donations can be free (for example, you are the main position in Imperial Cult), this is a fairly useful reception.
  2. Spirit of ancestors. Call the spirit of the ancestors and hit it several times with bare hands. Half spells that attack you the Spirit will take away. The same technique can be used and, for example, with a scribb.
  3. Reducing intelligence in potions. [This method is scored in Morrowind Code Patch]: When you stay without mana, drink potions, reducing your intelligence to 0. After the effect disappears, mana will recover up to 100%.
  4. Reducing the intellect of magic. [This method is scored in Morrowind Code Patch]: The method described above can be made more convenient: Create a spell that reduces your intelligence 100 points for 1 second. After a second, your mana will be complete. Not very convenient if the intelligence exceeds 100 points.

Conference

If you play a pure magic class, enchant all items to increase the intelligence from 1 to the maximum value. Then put on this subject on yourself until the largest value of the bonus falls. Without any cheats, enchanting elegant shirts and daederic armor, you can reach the maximum value of the mana in 3000 and more, depending on the sign (the most useful atrons) and races (the most effective altmer).

Pumping alchemy

Toolkit Alchemist

To create potions in Morrowind, special devices are needed, improving the quality and duration of the potions created. Only mortar and pestle are necessary (this is one subject), but it is advisable to have all four.

  • Mortar and pestle are required for mixing the potions and determine the initial power of the potion.
  • Retort - increases the value and duration of all positive effects of potions.
  • The distillation cube - reduces the magnitude and duration of all the negative effects of potions.
  • Calcinator - increases the value and duration of all effects of potions.

Do not do as it is written below if your game is the first. It can kill interest in further passage.

Go to Volverin Hall, Imperial Fortress in Sadridge Mora. This can be done by teleportation in the magic guild.

In the Holy Volverin Hall, namely, the ministers of the imperial cult, there are a number of important ingredients:

IngredientNameEffects
Ash batt Increase intelligence
Increase in force
Resistance to ordinary disease
Key detection
Tolstovnik Such a magic
Increase intelligence
Increased Will Power
Animal detection
Leather Nesch Increase endurance
Increase intelligence
Such an attractiveness
Paralysis

That with these ingredients can be done

  • Buy some amount of ingredients from the list above, exit the trading menu, go to it again and sell previously purchased ingredients. As a result, the seller will now always twice the larger number of ingredients for sale. This operation can be done as much as possible, and each time the amount of ingredients will grow. As a result, you can massively buy the necessary ingredients and also massively cook potions from them.
  • Intellect affects the quality of potions made. Cook from the combinations of a bathata, dust and leather Neschome several potions, drink them, then welcome several potions again and drink again. The more time passes, the stronger and more expensive are your potions.
  • Having littered with these potions before the failure, you can make other potions, for example, increasing the strength, restoration of health, mana, levitation (the ingredients of Levitation have Alther in the same fortress, in the magician guild). All of them will be very expensive and high quality.
  • Selling widening potions can be spampy from caldera.

Staff of God

In the game you can create such a powerful staff that almost all the inhabitants of Wirefella will die from one strike.

  • [Fixed in GFM]: Find somewhere the usual ebonite staff. It is favorably different from all other staff by the fact that its deterioration capacity is an order of magnitude exceeds the capacity of all the rest of the weapon: as many as 900 pieces of capacity against 400 in the next bone onion.
  • Complete the main plot of the Tribunal, capturing an almalia in the late soul. I remind you that it is placed only in the artifact star Azura.
  • Engage the staff to absorb health 100P for 2C.

As a result, you will receive the next item.

From the ground to the skies ...

AND BACK.

The inscription on the selection of the Ikara flight.

Magic - funny thing. It is faster thoughts and stronger physical laws (koi refutes every manifestation). You make strange passages with your hands, border something like "Abrakadabra", "Shirak" - or simply "boom" - and in a large share of probability something happens. Someone dies, something explodes, things disappear and appear, and the extensive creatures climb from the portals. Somehow, this is all happening - of course, in general terms.

Magic is a difficult thing, and the matter is not in a pointed hat.

Specialization: Magic

Specialization: Magic

Is it good, whether it is bad (in the sense of elementary security issues that have something impossible similar to "Are you sure that you should build explosives in the center of the densely populated city?"), But magic is available to everyone. With the light hand of the founder of the magician of Vanus Galerion's magicians, they have long passed those times when the magic was the privilege of rich and noble. The guild branches can be discussed in almost all cities and pay its services by calling coins or - if there are abilities - to enter there and develop your talents.

But even if you did not end up with universities, and in your invisible passport, the "Class: Barbarian" is displayed, the flexible gaming system will not fade. Its protest against the use of the umbered men's fine matter will end up in a despicable metal, given for spells and enchanted things. And at the same time pumping the skills teachers, due to the low values \u200b\u200bof which the creation of Varvar spells will be extremely rare.

In Morrowind, people are not dying for metal, but due to the proper metal.

Let even a fireball from the hands of just waving a secli of a sequirous man not so much to hurt enemies as they crawled them, but that's because worth it?

Types of magic.

Specialization: Magic


Specialization: Magic

Spells.

For each action there is a consequence, and it certainly refers to spells, old good residents of myths, fairy tales, fantasy and the like. In the game there are more than a hundred "clean" magic effects, these building cubes of the entire magic system. Making such parameters as the force of impact, duration and range creates, actually, ready to use spell. Without all this, the magic effect is the thing abstract and existence in the game is not subject to.

For example, "paralysis - immobilizes the goal" - effect and its description. But the "view of the jellyfish", paralysis, 15 seconds, on the target, the base value of 45 mana, can be purchased, in particular, the Erier Dordril in the dirty Muriel restaurant, sorry Mora - spell.

At the beginning of the game you will receive several spells depending on the selected skills or class, and in the future, of course, you can buy new ones from special merchants and even create your own.

Also, several spells can be obtained due to race or birth sign. The advantages of such congenital SPOS ... uh, the possibilities that they spend the minimum of magic - if they spend at all - and they always have a one hundred percent chance of use. True, and swing magic skills will not work.

Abilities.

They look like spells, but are available only by birth. No kidding. Their presence is determined by the race of the character and the constellation under which it was produced (as well as some can be obtained during the passage of the game). When using force, the magic energy does not expend, but it is worth considering that this is not an attraction of unprepaid generosity - after all, they can be used only once a day.

Race

Name

Act

Language of beast

Team creature, 5 units. by 60 seconds

Bretonians

Dragon skin

Shield, 50 units. for 60 seconds

Guardian ancestors

Sanctuary, 50 units. for 60 seconds

Absorb the reserve of power, 200 units, on target

Charm, from 25 to 50 units for 15 seconds, on target

Hajiiti

Eye of horror

Demoralize humanoid, 100 units. for 30 seconds

Fist thunder

Poppool

Damage by frost, 25 units, when touched

Shield, 30 units. for 60 seconds

Enlarge health, 20 units. for 60 seconds

Increase the reserves, 200 units. for 60 seconds

Enlarge attack, 100 units. for 60 seconds

Funny agility, 100 units. for 60 seconds

Redgard

Adrenaline tide

Enlarge agility, 50 units. for 60 seconds

Enlarge endurance, 50 units. for 60 seconds

Increase speed, 50 units. for 60 seconds

Increase strength, 50 units. for 60 seconds

Enlarge health, 25 units. for 60 seconds

Characteristics.

This ... "Passives", constantly affecting the character. You do not touch them, but they affect you. As in the case of forces, their presence is due to the race and the birthmark of the hero. They are always with you, and there is no need - and opportunities - to activate them.

Race

Ability

Altmera

Vulnerability to electricity 25%

Hodged vulnerability 25%

Fire vulnerability 50%

Vulnerability to Magic 50%

Increase Majus Magic X1.5

Argonian

Immunity to poison

Resistance to conventional diseases 75%

Resistance to conventional diseases 75%

Bretonians

Magic resistance 50%

Light resistance 75%

Electricity resistance 50%

Immunity to cold

Magic resistance 25%

Redgard

Resistance to poisons 75%

Resistance to conventional diseases 75%

Constellation

Name

Act

Battle rage

Increase the attack, 10 points

Increase maximum Magic x0.5

Feeling the danger of Akaviri

Sanctuary, 10 points

Fabricity lady

Grace Lady

Increase attractiveness, 25 points

Increased endurance, 25 points

Increase speed, 25 points

Trollepodobia

Vulnerability to fire, 100%

Elderly

Increase Majus Magic X1.5

Vulnerability to magic, 50%

Burning dusk

Spell absorption, 50%

Increase Migration Magic X2.0

Frozen magic (not restored upon rest)

Lover

An increase in agility, 25 points

Specialization: Magic


Specialization: Magic

Conference .

Where without magic sticks, grimuars and shimmering crystal balls, breaking on the future in the world, where magic is literally driven into the bottles?

Well, honestly, without them is quite normal.

Magic wands were burned on a stake of a new gameplay, instead of grimuars spell characters stored in their heads (well, or tattooed on the palm, it is quite possible), and crystal balls are useless flickering on the shelves. But despite this, the magic items meet everywhere.

Enchanting item - "Effective" spell that can use anyone. The easiest thing, passing the hand of the engine, acquires magic properties and backlight, quite volatilely looking in the fog. The merger of magic and matter is provided by the souls of various creatures caught in special stones using the spell "Soul trap". They are possible to "recharge" the subject. The stronger the soul and the more "volume" of the subject - the most powerful can be enchanted.

Specialization: Magic

Specialization: Magic

Potion.

Magic to everyone, expensive, and let it be defeated. Potions they are in Morrowind potions. You drink a strange substance, suspiciously smelling, incomprehensible color and composition, with an unknown expiration date - after all, on the yellowed label, whether the mystical hieroglyph is depicted, or children's doodle - and hope for the best. Hmm Well, okay, not quite "as everywhere" - the label game will be reported to what effect awaits you at the bottom of the bottle, what is its strength of action and durability. Elixirs can be both to buy and create themselves. The potions, as well as enchanted things, can enjoy anyone and ever - even being paralyzed. This is the restoration of health, and improving characteristics and levitation, and panel chariers - a huge number of spells are embodied in the form of content of elegant bottles.

Diseases.

What do they do in this conversation, you ask? Everything is simple. Diseases are similar to abilities, but their continuous impact is not in improvement, but damage to the characteristics and parameters, and this impact is based on the magic system. Disease is magic, yes. After all, believed once that the diseases transfer small demons?

The disease can be picked up with close contact with infected. Here you are grinning, and we are talking about bite and shuffles that exchange creatures and NPC in battle with a character. The disease is also transmitted when the patient's corpse is searched. You can cure with the help of appropriate spells, potions or getting a blessing among altars in the temples.

Magic menu.

As you can see, this interface menu is divided into four sectors.

Specialization: Magic

Specialization: Magic

I. Effects. Here labels are placed in the magical forces that currently affect the character. This features, effects of enchanted items and potions, enemy spells and their own spells. To learn about what is hiding behind a small picture, you can put the cursor on it. Like this:

Specialization: Magic

Specialization: Magic

II. Abilities. In this case, the ability has been spelled in the upper window in the top window - because it is selected for use.

III. Spells. Those that were purchased from merchants are presented as a quest reward (it happens) or got due to race or sign. The price denotes the cost of magic to the creation of the charms, the chance is the ability to create. The latter depends on the fatigue of the character. Yeah! And even then the magician vies a rather fragile existence and must eat well, get enough sleep, wear warm socks and not to arrange sex marathons on the eve of the battle.

IV. Enchanted items. There are all the magical things that are in a character in a backpack. When choosing an item, it is automatically equipped. The price means how many charges will be spent on the use of the Char (with an increase in the enchantment skill, this figure will decrease), the charge - how much energy is currently available.

Skills of specialization.

Twenty-seven character skills are divided equally between three directions, which correspond to the pillars of the genre of all RPG - battle, magic and secrecy. The ability of the chosen specialization hero pumps faster, which in one degree or another determines his life path. Sometimes. At first.

Ah, these masters for all hands.

Magical Schools ...

According to in-game literature, the distribution between schools of spells is very conditionally and is more concrete to facilitate the study of magic disciples. It is in a hurry to confirm the developers, from the game to the game Tasuya some spells between schools and moreover - removing and adding such. For example, the effects of Taumaturgy existing in Daggerfall (Thaumaturgy) were in Morrowind Raskidanas between the rest of schools, and the witchcraft had come to her place.

For the use of spells of a school, the skills with identical names are responsible. High skill in one or another skill is responsible for the successful creation of an appropriate spell - otherwise there will be a pshik in the direct sense.

Illusion.

Well, focuses - lie,

Adults know minds.

Yet for them

My secrets

Inexplicable.

Kish, "Focuscript"

The power of mind, they say, creates miracles, but this school acts strictly on the contrary - she jokes jokes with the heads of objects of their spells. The only school depending not from the force of will or intelligence - for quite understandable reasons for spells, powdered around the brains, is attractive.

Specialization: Magic

Specialization: Magic

Depends on the characteristic: Attractiveness;

The skill increases:

Who specializes.

5 - Altmera, Argonian, Bretonians.

Standard classes, among the basic skills of which illusion:

Magician, the sword of the night.

Standard classes, among the minor skills of which:

Spy, bard, healer, pilgrim, magician.

Clan Aunda;

Televny's house;

Magge Guild;

Morag Tong.

If the illusion is one of your main skills, then the game you will start with spells:

Chameleon, 10 points for 30 seconds on yourself, cost: 15;

The sanctuary, 10 points for 30 seconds on themselves, the cost: 15.

Raising skill.

Teachers.

Books.

Name

Location

Wolf Queen, part 3

Sanit, the sanctuary (cave in the north-west of Greesland, is located north of Nchleft, north-west of the Vel V.);

Vivec, magician Telavny

Endusal, Studio Kagrenac (the dormant fortress south-west of Dagot Hur);

Urbilki's burial caves, Laterus's burial (Cave south of Camp Ursylaku, north-west of Falassmarion)

Incident in necroca

Balmora, home Balina Omar;

Faleensarano, lower level (Danzer's fortress in the south of Greesland, west of Tel Aruna)

Palla, h. 1

MAVIA (Votes Tower southeast of Mologag Mara);

Tel Vos, Cabinet Arion

Mystery Talara, part 4

Dagon Fel, house onmi grumbling;

Urbilki's funeral caves, Fragila's burial (cave south of Camp Urbilak, north-west of Falassmarion)

School effects.

Blindness - Temporarily worsens vision. With 100% blindness, the game screen will be absolutely black.

Reassure the creature / humanoid - Displays the goal from the battle, soothing it. It will not take response to the attacks. Does not act on the undead, daedera, mechanical beings.

Chameleon - Makes the goal partially invisible (100% chameleon is invisible). Maybe it raises your chances of detection, but this is not dispelled when interacting with objects.

Charm - temporarily increases the location of the goal to the caster.

Demoralize the creature

Infuriate creature / humanoid - improves the desire to fight and attack the goal. Does not affect the undead, daedera, mechanical beings.

Invisibility - Makes the goal completely, as it would be tritely sounded, invisible. The effect is dispelled if the goal interacts with someone or something - opens the doors and containers, it starts a dialogue or attack. Host mode does not give any bonuses to this spell, so you can at least dance Lezginka in front of the enemy.

Shine - Creates a lit halo around the target. No, this is not a radiation and not an appeal to the glowing gulles from Fallout 'A, just IT "S Magic. Please note that this light is visible to everyone, and not only to you (as in the case with the" night eye "), do not try not to use it In stealth mode.

Night eye - allows you to better see in the dark. Given the increased shaders of the tombs, the caves, and any other room in the game - it does not just improve, but in general it allows you to see. It only affects the caster.

Paralysis - immobilizes the goal. That is, it does not allow you to do anything at all - to attack, read spells, move, use scrolls and enchanted items. Good for you when it is not on you. It can become a decisive word in battle with a strong opponent.

Inspire the creature / humanoid - Reduces the desire of the goal to proceed with the tactful retreat from the battlefield. Does not affect the undead, daedera, mechanical beings.

Sanctuary - increases the chances of the goal to avoid physical attacks.

Noise - Creates foreign sounds in the head, which does not allow it to focus and reduce its chances of creating a spell. "Sohere IT Comes, The Sound of Drums!".

Specialization: Magic

Specialization: Magic

Witchcraft.

I tell you again and again: do not call one who you can not conquer the will of yours. Under the words I mean, I can, in turn, call against you, against which your strongest tools and spells will be useless. Asked the smaller, for the great may not wish to give you a response, and in his authority will not only be, but much more.

P. Lovecraft, "Case Charles Dexter Ward".

In other words: "Whose, did you see?" Each magazine-sorcerer traditionally should be a pungement on bliss. Called from the most depths of the oblivion of Daedra Bescatov you will not call, but with the protection of the wizard who caused their wizard they cope with a bang.

Specialization: Magic

Specialization: Magic

Depends on the characteristic: Intelligence;

The skill increases:

Successful creating spell +1.

Who specializes.

Races receiving a bonus in this skill:

10 - Bretonians;

5 - Altmera.

Standard classes, among the main skills of which witchcraft:

Magician, magician, inquisitor.

Standard classes, among the minor skills of which witchcraft:

Spy, magician.

It is one of the important skills for the following fractions:

Clan Aunda;

Imperial cult;

Televny's house;

Tribunal Temple.

If the witchcraft is one of your basic skills, then you will start the game with spells:

Call on the dagger, for 60 seconds on myself, the cost: 6;

To urge the spirit of ancestors, for 60 seconds on yourself, the cost: 21.

Raising skill.

Teachers.

Books.

Name

Location

Feifolken, part 2

Dabidilla (south cave);

Dan-Ahhe (cave north of the cave of incarnations, far to the west of the Tel ESA, southeast of the rally)

Feifolken, h. 3

Mapa Ilua (cave southeast of Moraga Mara);

Malpipe (cave northeast of Gnaar Moka);

Odai (Cave in South Eshland, south of the ghostly gates and east of the caldera);

Court (Cave on the West Bank of Shigorad's Main Island, Southeast-Eastern Direction from Wasa)

2920, Fire Fire

Caldera, Mages Guild;

Nallit (cave southeast of Tel Aruna);

Tel Mora, upper tower

2920, start of frost

Sadness Mora, Televanni Council House, entrance;

Suran, Tower;

Tel Arun, Top Tower

Care of the Warrior

Balmore, Karliraha House;

Namma (cave southeast of Faleensarano)

School effects.

All spells of this school can be consecrated to three main groups: calling weapons and armor, calling creatures and teams. In general, if you deepen into the nuances, it is always worth the creatures. Just the spirits of oblivion from the first group are too weak and small for existence in their form - therefore are tested in things that have a daederic look.

Weapons.

The things called nothing weigh and equipped automatically. They cannot be thrown out of the inventory or sold. The weapon gives an increase of ten points to that skill, which is responsible for owning this type of weapons. Armor also carries certain bonuses for the one who wears it.

But be careful - they can dissolve in your hands at the most inopportune moment.

Creatures.

After pronouncing the spell a few steps, a creature appears, which, with a normal meeting in a cave, ruins, or simply in the open air, it would immediately quench you. But in this case it will guess it will be your enemies (or yet you, if he called on opponents). The creature disappears with the death of the call, after the expiration of the spell or with the destruction of its mortal shell, also sending the essence back to the plan for oblivion. For Dahedra is known to be immortal.

The creatures of creatures can be used as training pears - but they also have their own security protocols forcing the host with aggressive behavior no less aggressively defend themselves. Also, their souls can be caught in the soul stones like any "normal" monster.

Teams.

Scare up undead - It is not entirely clear that the expellation spell does in the calling school ... Although, perhaps, here is the very place. At the time of action sharply increases the desire for undeading to flush from the battlefield.

Order of Humanoid / Creature - causes the goal to fight on the side of the caster and follow him before the expiration of the spell.

The change.

The word about physical laws and their violations is the specialization of this school, manipulating the surrounding world.

Specialization: Magic

Specialization: Magic

Depends on the characteristic: Willpower;

The skill increases:

Successful creating spell +1.

Who specializes.

Races receiving a bonus in this skill:

5 - Altmera, Bretonians.

Standard classes, among the main skills of which change:

Combat Magician, Healer, Magician, Sword of Night, Correction, Warrior Word.

Standard classes, among the minor skills of which change:

Acrobat, scout.

It is one of the important skills for the following fractions:

Eachlanders;

Magge Guild;

House Televanni.

If the change is one of your main skills, then you will start the game with spells:

Shield, 5 points for 30 seconds on itself, Cost: 15;

Water walking, for 30 seconds on yourself, cost: 9.

Raising skill.

Teachers.

Books.

Name

Location

About water breathing

Piran (cave far east of the lake Nabi and Marandus, west of Nchleforting);

Televiro, lower level (Dunmer Fortress east of Suran);

Vivek, Guild Mages (Sirillover Chest)

To the question of the breakthrough of the dragon

Andassret, the upper level (Danzer's fortress west of Ald'run and the north-west of caldera);

Gnisis, ARVS-Drelev;

Tel Branora, House Serin Relas

Ajarnabi (cave south of the Azura sanctuary);

Gnisis, ARVS-Drelev;

Marandus, upper level (Danzer's fortress on a lake nabio, north of Suran);

Old Mornhold, Manor District (TR)

36 Vivek lessons, instruction 13

Ghostly gates, dawn tower;

MOLAG MAR, REDOAN Fortress

Lunny Lorhan

Addadshashanmma (the daederic sanctuary on the island is far to the west of caldera, north-west chlorarerene);

The generic tomb of Arion (south-southeast ghostly gate, far north of Marandus);

Tel Fira

School effects.

Burden- Increases the weight of things available to the goal. If the junk mass exceeds the maximum permissible value, then in practice there will be an indicative lesson under the codenamed "Geroid of Frare Sgubila". When overloading pockets ... Uh, the backpack is the goal of Zeret without the opportunity to get away from the place, which makes it an excellent target for spells or long-range weapons. Well, or just longer than the victim, weapons.

Pryony - Spell, strictly reverse the previous one (in localization from 1C is called a small "main skills"). Reduces the weight of the Barrax available from the goal, allowing it to carry more things. Increased strength parameter to obtain the same result more efficiently five times. Spells are equivalent at cost, but where the "Pool" item gives an increase to one Morrowing kilogram, the extra force gives five.

Water breath - He "Aqualung". Magic Tamriel Industries was developed on environmentally friendly magic, it allows you to breathe under water.

Shield fire / frost / lightning - Reduces damage from the respective sprouting school spells. At the same time causes damage to the enemies of the corresponding element.

Bounce - Increases the height and range of acrobatic tricks of the target. But it does not reduce the damage obtained by landing. From a high height, it is painful to fall - you can get a considerable damage when landing if you move with this spell.

Water walking - on the water of Aki does not eat. The speed of movement is the same as on solid land. Water beings cannot attack the caster, but also to dive it can not completely. This may seem a plus, but only as long as you notice at the depths of the chest or pearl shell ...

Levitation - You can walk not only on water, but in the air. Creates under the legs of the objective lilac platform, deceiving the laws of gravity and allowing to take off. Just follow the time, otherwise repeat the fate of Ikara. The speed of movement is determined by the letter M in the formula-description of the "Levitation of m points per D seconds". Set the speed parameter to a minimum and throw the spell in your enemies - the effect will be akin to the backpack overload.

Lock - locks doors and containers. You can practice in the skills of hacking, but choose a place away from witnesses - this prank is a crime even if the container does not belong to anyone. Locked even on one door item can become an insurmountable obstacle to your enemies who do not know how to use the launder and the spell of hacking. Applicable only for doors inside location - caves, houses, ruins. However, after a change in location in pursuit of hero, no NPC or monster was noticed anyway.

Open - opens locked doors. It's easier now. Does not neutralize traps and is considered a crime - if there are witnesses.

Shield - gives a magical increase to the level of protection of the target.

Slow down - or "parachute". Ensures the caster from damage from a high height, slowing down the fall. It is vital when moving around Vivecu ...

Fast swimming - allows you to move faster in water.

Specialization: Magic

Specialization: Magic

Mysticism.

School directly interacting with magical forces. Speaking directly, there are spells here, which have not found their clear niche in other directions.

It is interesting: Perhaps this is the most ancient magic. Perhaps - but nothing can be said about her for sure. The search for the source of her strength leaves in various directions - in Eterius to the gods, in oblivion to Daedra, to faith and spirituality and even to the impossible elements of other spells. The easiest way to believe that the unpredictable and tangled nature of mysticism draws his strength from paradoxes.

When the conversation comes about this school, first of all remember the psyche of Arthaum, the oldest monastic Order of Tamriel, often called the prototype of the Mages Guild. They call mysticism to the old way, which can cause a certain confusion - they also call their religion, and lifestyle.

Specialization: Magic

Specialization: Magic

Depends on the characteristic: Willpower;

The skill increases:

Successful creating spell +1.

Who specializes.

Races receiving a bonus in this skill:

10 - Bretonians;

5 - Argonian, Dunmer.

Standard classes, among the basic skills of which mysticism:

Healer, magician, night sword, magician.

Standard classes, among the minor skills of which mysticism:

Combat Magician, Inquisitor.

It is one of the important skills for the following fractions:

Eachlanders;

Clan Aunda;

Televny's house;

Imperial cult;

Magge Guild;

Tribunal Temple.

If mysticism is one of your basic skills, then you will start the game with spells:

Detect the creature, 50-100 points for 5 seconds on yourself, the cost: 19.

Raising skill.

Teachers.

Books.

Name

Location

Riot in Festchold

Mannamma (the cave south of Pelagiad, in the north-west of the Farm of Balum);

Punabi (cave north of Marandus);

Vivek, Mages Guild

2920, sunrise

Odinamat (cave in the southeast from the Dammer Fortress Nrarkark, the east coast of the island, on which Dagon Fel is located);

Dasharian (Daederic Sanctuary on Western Highlands, far east of Berandas, Danzer's fortress south of Gnisis);

Ald'run, Mages Guild

36 Vivek lessons, fourth instruction

Hanud (Velotian Tower to the West of Indoornion);

Ramimilk (Daederic Sanctuary southeast of Ald'run);

36 Viveca lessons, instruction of thirty-sixth

Hassur (cave south-west of the Fort of the Lunar Butterfly, the inner part of the Feroama Mother);

Kunirai (cave east of Suran, north of the televisionero);

Vivek, Fair Hall, Secret Library.

Correspondence Charvich and Coninhibition, part 3

Tel will see the house of the arles;

Tel will see the upper tower.

Note: Tel will see will appear in Molhag Amur north of Nchlefings and southeast of Mzanchend to achieve a character of a high position in the house and detuning their own fortress. If the hero consists in the house of Televanni, then it will be his fortress.

Absorption of characteristics - Temporarily lowers a certain characteristic of the target and transmits a punctured to the caster, increasing its ability. Under the characteristics are understood: force, intellect, willpower, dexterity, speed, endurance, charm, good luck. After the spell expiration, all values \u200b\u200bare returned to the initial indicators.

Absorption of stock of power - Temporarily lowers the reserves of the target of the target and transmits the clarified to the caster, increasing its ability. After the spell expiration, all values \u200b\u200bare returned to the initial indicators.

Absorption of health - Temporarily reduces the health of the goal and transmits the clarified to the caster, increasing its ability. After the spell expiration, all values \u200b\u200bare returned to the initial indicators.

Absorption of magic - Temporarily lowers the stock of the magical forces of the target and transmits the clarified to the caster, increasing its ability. After the spell expiration, all values \u200b\u200bare returned to the initial indicators.

Absorption skill - Temporarily lowers a certain skill of the goal and transmits the clarifier taken by increasing its ability. After the spell expiration, all values \u200b\u200bare returned to the initial indicators.

Intervention Almsiwi - Teleports the caster to the nearest temple of the Tribunal. It is well suited for escape and / or to transfer greater production when existing overload. The accompanying characters do not move.

Specialization: Magic

Specialization: MagicSeparation of teleportation zones of the Tribunal Temple.

Demoralize humanoid - Reduces the combat target goals and her willingness to fight, causing to run in fear.

"Somewhere we have already seen it," the inventive readers will say. It is true, in the illusion there was a demoralization of the creature. For an unknown reason (most likely, the demoralization of humanoid relates to the sphere of mysticism.

Detect a creature - Allows you to see all living creatures near the character. It will be marked on the world map with red circles. NPS detection is not subject to. You can use the "CHARD" or "key search" - if the NPS has an object suitable for these criteria, it will appear on the map.

Detect Chary - Allows you to see the enchanted items - lying "in the open", located in containers or NPC. Will be marked on a terrain map with blue circles.

Find key - Allows you to see the keys - lying "in the open", located in containers or NPC. Will be labeled on the locality map with green circles.

Dispelling - removes all temporary magic effects with goal - both good and bad.

Divine intervention - Tell the caster to the nearest temple of the imperial cult. It is well suited for escape and / or transfer of greater production when existing overload. The accompanying characters do not move.

Specialization: Magic

Specialization: MagicSeparation of teleportation zones of the imperial cult

Mark / refund - The first spell throws the magic "anchor" at the point where the caster is currently located, the second - allows you to instantly move to it from anywhere. Separately useless.

Reflection - gives a chance to reflect the enemy spell back to the enemy. 100% reflection means that you are completely protected from magic.

Trap showers - allows you to conclude the soul of the creature killed at the moment of the spells on it, and enter into a stone shower. Subsequently, it can be used to impose on the subject of magical spell or "recharging" existing. The spells will be wasted if there is no suitable stone for the soul.

Telekinesis - allows manipulation of objects at a distance. For example, from afar to neutralize traps without using the probe or from behind the corner to dig in foreign pockets with low secrecy skills.

Absorption of spells - There is a chance that the spells aimed at the character do not affect it, but will be absorbed. The magical power spent by the enemy on the spell will go to the character, who festers his mana.

Restoration.

- What is your name for real?

I'm a doctor.

And I will be a doctor if I rent exams ... And what doctor do you?

Just a doctor.

"Doctor Who".

Given that the madness is quite a specific and fairly extravagant identity of the divine scale, the Lekari of the Human Souls - the profession on Tamriele is not the most popular. But simply Lekari go sticking. After all, the adepts of this school are able to all without exception - restoring the health and stock of forces, the cure of diseases, resistance to the elements, etc., other ...

Specialization: Magic

Specialization: Magic

Depends on the characteristic: Willpower;

The skill increases:

Successful creating spell +1.

Who specializes.

Races receiving a bonus in this skill:

10 - Bretonians.

Standard classes, among the main skills of which recovery:

Healer, magician, pilgrim, warrior words.

Standard classes, among the minor skills of which recovery:

Archer, Paladin, Knight, Monk.

It is one of the important skills for the following fractions:

Imperial cult;

Tribunal Temple.

If the recovery is one of your main (minor?) Skills, then you will start the game with spells:

Healing hearth, health restoration of 20-80 points per 1 second on themselves, cost: 13.

Raising skill.

Teachers.

Books.

Name

Location

Veshershin

The generic tomb of Alasov (northwest of the Mount Assarnibibie);

Ald'run, magician guild;

Maar Gan, Tavern Andduus (in the chest);

Sadd Mora, Llaarm Madalas: Mag

Notes on racial philogenesis

Nind (cave east of CC. Olms);

Pinsan (cave north-west of Indoornion);

Seyda Ning, House of Eldafira

Four bridegroom Beniti

Sadden Mora, the house of Waden Belasa;

Tel will see the house of Amavela;

Urbalka's funeral caves, the tomb of Laterus (Cave South Camp Ursylaku)

2920, Rain Hand

Ald'run, Temple, Metal Serand;

Gnisis, ARVS-drove;

Onnissiralis (Daederic Ruins on the Small Island of Shigorad, west of Vasa, look in the pockets of Hernand Genis);

Skalov Village, Lassnra House (BM)

Mystery Talara, h. 2

Caldera, House of Valvius Mevureus;

Ezootanamus (Daederic Ruins north of Indoornion and south of the Tel Mora)

School effects.

Treat the usual / seaside disease - Syrup from cough and antibiotics on Wirefelle not in the go, therefore it has to be treated in potions and spells that remove disease effects. And do not wait for "it will pass by itself" - this will not.

Corprus - It is used in the game once, within the framework of the plot. Apparently, it acts only on Nerevenninov, therefore rejoice that you belong to the Favorites, and do not outraget.

Heal paralysis - dispels the effects of paralysis. Pretty funny, if you consider that, being paralyzed, the victim cannot read spells ...

Antidote - Heals poisoning.

Enlarge skill - temporarily increases the value of the corresponding skill. As a spell can only be purchased from merchants from add-ons, in the original game there are only things with similar spells - the ring of the Moon-and-star, for example, or well-known scrolls of the Ikara flight.

Remove the curse - Would remove the curse with the goal, be those in the game. Alas, Voodoo dolls are clearly inferior here in popularity with fiery ball.

Resistance to ordinary arms - Reduces the damage from ordinary weapons. Under conventional weapons, non-enchanted iron and steel cruel-cutting items are meant, koi are intended to apply bodily ... In general, it is clear. The player can get into use such an effect only in two ways - becoming a vampire (50% resistance) and getting a ring of the Marara (40%) or an amulet of necromancer (25%). Some creatures also sin with resistance - and even immunity to ordinary weapons.

Restore skill - If the skill was damaged by enemy spells, then this spell will return its normal value.

Corprugous disease resistance - Reduces the chance to pick up Corprus. Since you can get infected with them just once for the game - and no resistance will save - it is useless. It is represented in one hundred percent form (aka immunity) in the passive characteristics of the character after cure.

Restore characterination - If the characteristic value was reduced by the effect of "damage", it will return to the base value.

Restore parameter - Returns a certain number of parameter points during the specified period. Under the "Parameters" are understood: health, reserves, magic.

Paralysis resistance - Increases the chance to avoid petition. Does not reduce the time of the effect of the effect - if the resistance of paralysis did not work, then it will act a period allotted.

Resistance elements - Reduces damage from four elements - fire, cold, electricity, poison. The parable about the flexible branch of Sakura, which warms up under the weight of snow and shaking it in the end, and a uncomprised branch, broken under the winter precipitation, is instructive - but not in this case.

Magic resistance - Unlike the previous one, reduces damage from a wider spectrum of hostile spells, such as "reduce the characteristic", "harm", "blindness", "mortgage" and others. Does not protect against spells, whose impact does not have a "measurable impact force", only the duration of action - "paralysis" or "silence".

Resistance to ordinary / seed diseases - lowers the chances of picking up the disease. Magical prevention, in general - after all garlic and warm socks are also not popular with single heroes.

Enlarge attack - Increases chances to make a successful shock with weapons or fists.

Enlarge characteristic - temporarily increases the value of the characteristic. Derivative attributes, such as health, reserves, magic, lifting capacity and other will be recalculated if necessary. Upon completion of the effect of the effect, the characteristics and attributes will return to the basic value. There are eight characteristics: power, intelligence, dexterity, endurance, willpower, speed, attractiveness, good luck.

Enlarge the parameter - temporarily increases one of the character parameters. Under the "Parameters" implies: Health, reserves, magic. After the effect is completed, the value will return to the base value with a deduction of points used during the effect of the effect. That is, the value of the parameter can go into minus. Be careful with improving health glasses, or a unpleasant surprise awaits you. Amen.

Increase maximum magic - temporarily increases the maximum value of the reserve of the magic forces of the character.

Specialization: Magic

Specialization: Magic

Destruction.

It is silly to hope to make something global, for example, to establish peace all over the world, to arrange happiness for everyone, but everyone can do some small deal, thanks to which the world will become even better.

For example, shoot someone

Terry Pratchett, "Fifth Elefant"

Did you get a neighbor? His cat? His house? Hang on their heads and roofs the classics of the magic genre - fire and lightning, as well as ice, poison and reduce resistance to these elements. But let's still remember that the murder is punished by law?

Specialization: Magic

Specialization: Magic

Depends on the characteristic: Willpower;

The skill increases:

Successful creating spell +1.

Who specializes.

Races receiving a bonus in this skill:

10 - Altmera, Dunmer.

Standard classes, among the main skills of which destruction:

Magician, Paladin, magician, magician, Warrior words.

Standard classes, among the minor skills of which destruction:

Sword of the night.

It is one of the important skills for the following fractions:

Televny's house;

Magge Guild;

Clan Quair.

If destruction is one of your main skills, then the game you will start with spells:

Fire bite, fire damage 15-30 points for 1 sec with touch, cost: 6.

Raising skill.

Teachers.

Books.

Name

Location

Horror in the castle xir

Abanabi (cave on the island northeast from Tel Fig);

Ashurnibibie (daederic ruins on the island north-west of Hla Oud);

Masseranit (cave south-west of Moraga Mara);

Sadre Mora, Tel Naga, Big Hall

In response to Bero's speech

Ashhalmavia, the sanctuary, flooded vaults (daederic ruins east of the Ald Cottage);

Ashirbadon (Cave on the First Island to the East of the Fell Ball);

Dasharian (Daederic ruins on the western side of the mountain range, dividing Western Highlands and Eshland; Exactly between Ald'run and Gnisis)

Estimated betrayal

Assurnabitashpi (Daederic Ruins west of Urbian Camp);

Melkashishi (daederic ruins on the western side of the mountain range, separating Western Highlands and Eshland; North-west-west of Mahar Ghana);

Pansabanit (Cave south of Dagon Fell and Mchuleft, north of Roteran)

Art of combat magic

Almeurbalam (Daederic Sanctuary southeast-east of Mel Mara, look in the pockets of Arals Romori);

Ezootanamus (daederic ruins north of Indoornion and south of Tel Mora, look in the pockets of Arvaam Darvani);

....
Question: What is a stone shower?

Answer: Soul stone - Capacity for caught soul. If you make a soul into the stone shower, then you can enjoy not smoking the armor, weapons, clothes, decorations and scrolls. In the stones of the shower, it is possible to conclude only the souls of monsters, the souls of NPC (people or other humanoids) cannot be concluded. There are several varieties of shower stones according to the degree of their capacity:

Stones Shower Capacity Weight Price
Tiny 30 0.2 10
Little 60 0.5 20
Normal 120 1.0 40
Big 180 1.5 60
Great 600 2.0 200
Star Azura 15000 2.0 5000

Shower stones can be found in various dungeons of smugglers and other locations in boxes and barrels. The magnitude of the stones there are dependent on your level. Also, the stones of the shower can be purchased in Tel Branore in the store Selvine (tiny, small, ordinary and large) and, if an addition to the Tribunal game, in Mornhold in Homdrich in the hall of Masters, Elbert Normarka (ordinary, large, great). Separately, it is worth noting a soul stone called "Azura Star". This stone can be obtained by the quest statue of Azura, which is east of Maara Maara on the coast. Since this soul stone has a very large capacity, it is possible to enter the souls of an almalia or vacuine (they also belong to the monsters). In addition, this stone is reusable, i.e. They can enjoy an unlimited number of times, of course charged every time before this soul.

Question: Where to get a "Conclusion" spell?

Answer: This spell can be purchased from the following merchants: In Balmore in the Mages Guild, Masalini Merian and Rainis Atris, in Sadridge-Sea to Volverin Hall in the Mages Guild of Ariel Finkel, in the Fort of Magni Butterfly (near Aldruun) from Arnanda Lyric, in Ebonhart In the imperial cult of Kaye and many other spells. Also on the effect of this spell is the sword of Umbra, which can be treated according to the appropriate quest in the vicinity of Suran.
__________________________________________________

Question: How to catch the soul of creatures in a stone shower?

Answer: To do this, we need a soul stone, the spell "Conclusion" and a suitable monster, whom we can kill, and the soul of which will fit into the one we have. We put the spell "Conclusion" on the monster (a sign that the spell has worked successfully, there will be a small fog around the body of the monster) and, while this spell acts, we kill it. If the seizure of the soul passed successfully, a message will appear: "You captured the soul." After that, the soul stone is suitable for enchanted.
__________________________________________________

Question: How to enchant things?

Answer: In order to enchant the subject it is necessary to have a stone shower with you with a soul and item to enjoy it. ATTENTION!!! On the subject you enchant, there should be no char. Also remember that it is impossible to remove the effect from the already enchanted item! You can enchant items in two ways: the engineer itself. Next, I will give a few engineers: Galbedir * (Balmora, Mages Guild), Dabiann Morryardl (Sadrite Mora, Magge Guild), Janana Maulinie (Vivek, Magge Guild).
If we enchant the subject at the engineer, then, starting a conversation with him, you need to select the topic "Enchantment", after which a window appears with fields: "Item" - After clicking on this field, a window will appear where you can choose the items you want to enchant ( Armor, weapons, clothes, decorations and scrolls); "Soul" - the stone of the shower you want to use when editing is selected. On the left there will be a field with magical effects to which you can enchant your item (the list of magic effects available for use is formed on the basis of the spells available to this point). Downstairs under magical effects - a way to determine the subject: "disposable" (for scrolls), "effect when used" (if the weapon is enchanting, then the "effect when hit") or "permanent effect" (available only when using the Great Stone of Shower or Azura Star With the soul with a soul with a capacity of at least four hundred). Upstairs there will be a field for entering the name you want to call your subject. Three inscriptions are located in the upper right corner of the window: "Enchantment", "Clearance price", "charges". Figures after the inscription "Enchantment" show: The first is the number of charges required for this enchantment, the second is the total number of charges that the selected item can contain. "Climb price" - the number of charges consumed with superimposed effects at a time, for example, weapons for one strike (depends on the development of your "Enchantment" skill than it is higher - the lower the price of the spell and the longer it will be possible to enjoy the enchanted subject without recharging) . And the last digit indicates the number of charges in your soul stone. You will not be able to enchant the subject if the number of charges for this enchantment exceeds the total number of charges that can accommodate the informed item. After you choose any magic effect to enchant, a window will appear in which you can configure its parameters according to your capabilities and needs, after which they are displayed in the "Effects" field. On the subject you can immediately impose several effects, but the required container under previous superimposed effects is doubled. Under the "Effects" field is the inscription "Price", near which the total price of the enchantment is displayed. After all the enchantment parameters are selected, click the "Buy" button to complete the process and create the enchanted item. Enchanting the engineer requires a much smaller value of skills and skills affecting the enchantment (intelligence, luck and enchantment) than when editing yourself.
In order to enchant the subject itself, you need to move the stone the shower you want to enchant the subject, from the backpack directly on the character. After that, the name plate appears with the choice of: "Recharge the subject" or "Create an item". If you need to recharge the subject, you select the appropriate menu item, after which the nameplate with the items you want to recharge, and the number of stones you are going to charge the item. Twice click on the necessary subject, and the subject is recharged, while the shower stone is used completely. If you need to enchant the item yourself, you choose the menu item "Create Item", then it will appear exactly the same window as when editing the engineer. The only difference will be in the absence of price for enchanting, the soul stone will be set automatically (the one that you dragged the character of the character), and instead of the "Buy" button there will be a "Create" button. The enchantment process itself differ from the above described (by the engineer) will not. In the event of an unsuccessful self-conceived attempt, the soul stone is destroyed (loses).

Note:
* If you want to enchant any item from Galbedir, but before that stole the Balmork Magic Guilds on her desk at her desk, she accuse you to steal, whatever operations with shower stones (with any soul stones !!!) You do not They tried to produce with it.

Addition:

Here are the dimensions of the souls of various creatures, as well as the capacity of some objects

Dimensions of the shower:

Name-size-stone shower
Grayekrab 5 tinyt
Kwama Kwama 8
Infected Durrog 10 tiny
Male Netchar 10 tiny
Nix-hound 10 tiny
Rat 10 tinyt
Sea rat 10 tiny
Skrib 10 tinyt
Infected scribb 10 tiny
Fish-killer 10 tiny
Small killer fish 10 tiny
Quad quad forage
Alit 20 tinyt
Rock rider 20 tiny
Guard 20 tinyt
Kaguchi 20 tinyt
Warrior Quad 20 tiny
Sea scribb 20 tiny
Sea Alite 25 tiny
Infected Alit 25 tiny
Matter Quad 30 tiny
Shalk 30 tinyt
Skeleton 30 tinyt
Skeleton-archer 30 tiny
Skeleton Warrior 30 tiny
Infected rat 40 small
Wild Durzog 50 small
Small walking corpse 65 ordinary
Titan Orem 70 ordinary
Walking corpse 75 ordinary
Large walking corpse 75 ordinary
Dreug 75 ordinary
Peshem Netcha 75 Normal
The spirit of the ancestors 100 ordinary
Slave ash 100 ordinary
Ash zombies 100 ordinary
Bone lord 100 ordinary
Clan horror 100 ordinary
Corbrus 100 ordinary
Dormora 100 ordinary
Combat dorthoga 100 ordinary
Goblin 100 ordinary
Skump 100 ordinary
Fighter Atron 105 Normal
Goblin-infantryman 120 ordinary
Ineev Atrona 138 Big
Thunderstorm atron 150 big
Korping Corbrus 160 Big
Giant manufacturer 165 big
Imperfection 165 big
Orem 165 big
Daehoton 195 Great
Ghost of the Grand Ancestor 200 Great
Vladyka Dormora 200 Great
Gnome Ghost 200 Great
Goblin-healthy 200 Great
Goblin Trainer 200 Great
Skeleton-invincible 200 Great
Jagroum Bagrn 200 Great
Ash ash 250 great
Alcheeble 250 Great
Goblin Officer 300 Great
Lich 300 Great
Winged Dusk 300 Great
Goblins 350 Great leaders
Raised Sleeping 400 Great
Golden sysny 400 Great
Vivek 1000 Star Azura
Almalexia 1500 Star Azura

Most spacious to enchant things:

Shields-capacity
Daederic Growth Shield 225
Daederic Shield 150.
Ebonite growth shield 150
Ebonite shield 100.
Orc Rosthe Shield 90
Steel Growth Shield 75
Iron Growth Shield 75
Bone growth shield 60
Delmer / Imperial Shield 50
Steel / Iron Shield 50
Glass Growth Shield 45
Indoril Shield 45.
Dreugsky shield 45.

Armor-capacity
Telvansky Cefaloodal Helmet 100
All daederic "faces" 75
Helmet hands 65.
Ebonite closed helmet 50
Ebonite Bracers / Kirase 40

(The remaining parts of the ebonite armor is much less. Probably somewhere a mistake.)

Clothing capacity
Elegant rings / amulets 120
Cutting rings / amulets 60
Elegant skirts / pants / shirts 60
Elegant belt / mantle / shoes 40

There are also several unique amulets and rings with the characteristics of elegant or coupling.

Weapon capacity
Ebonite saber 80.
Bone Long Bow 40
Daederic staff / Daikatan / Kleymor 21
Daederic Katana / Long Sword 18

In the original Akellovskaya version, the Ebonite Society was mistakenly with a capacity of 90 (although unique ebonite staff - at 14). This is fixed in GFM.

P.S. a little later formatting it is better

Conference specifics Such is that each enchanted thing in Morrowuwind has a magical energy charge, which is based directly on the energy captured in the stones. When this energy ends, the spell invested in the thing can no longer be used until the energy is restored. In a word, the charge is a stock of the subject's magic.

What are the stones of the shower and where they come from, no one in Morrowvind really explains. It is only known that they can catch the souls of creatures and to give objects magic properties or recharge the enchanted items. The success of the action depends on your skill is enchanted.

Conclusion of the soul in stone

You will need a spell with the effect of "conclusion", the stone of the shower of a suitable capacity.

During the battle, use spell on a creature, the soul of which you want to enter into a stone. If you have time to kill the creature before the end of the spell effect, its soul will move to a smaller stone suitable for it. That is, if you have a small and great stone shower, and the volume of the soul is small, it will be enclosed in a small stone.

You can enter into stones and use the souls of animals, ghosts, undead, Daendra Monsters, Daemer Mechanisms and Humanoid Monsters Dagot Hur, that is, the essence of all inanimate monsters, but not people of all races and categories. The exceptions are Vivek and an almalaxy, since they switched from the human plan of existence into close to Divine immortality. Their souls can be enclosed in Azura Star.
Only one soul can be enclosed in one stone, even if it does not occupy its entirety.

Recharge enchanted items

The ability to restore the speared energy of magical objects instantly so that they can be used again. Take the stone of the shower with the essence prisoner in it, drag it to the image of the hero in the inventory window and in the menu that appears, select "Recharge the subject". With low skill indicators, the success and characteristics of the goodness of the energy may not pass the subject, but the stone of the scene will still be destroyed.

Enchanting items

To enchant the piece of equipment, be it armor, weapons, clothing, ring or amulet, you need to or have a very high running skill, moreover, even if your skill reached the maximum value 100, it does not ensure that the enchantment will be successfully. Therefore, it is better to enchant things with the help of magician merchants in stores and branches of the Magic Mugow Guild. Their servants are not suiced, but they give a hundred percent guarantee of successful enchantion.

To invoke the designer of the clothing of things, you need to either select this service in the Magic Service menu, or drag the souls stone in the inventory to the figure of the hero and select the "Creating a new item" in the "Creating a new subject" menu. You will see such a designer.

In the field "Item" and "Soul" you choose from the inventory a stone shower and the thing you will enjoy. On the menu on the right, all magic effects known to you are listed below, the method of action of the spell in the enchanted subject is set: the constant effect, on itself, on a remote target, etc. The upper right corner provides the necessary information about the entry. When you choose a stone a shower, as well as spell and its power, opposite the field "Enchantment" will appear the numbers that will go through the fraction. The first number is the power of the spell or multiple spells, the second is the capacity of the component. Spell power cannot exceed the container of the subject, otherwise the subject will not be enchanted. Unfortunately, the container of most items in Morrowland is too small to create truly powerful things. Elegant clothing and jewels, daederic and glass weapons and armor and some other items have the greatest container. And, of course, the more difficult than the set of spells, the higher the price of the enchantment.

Of course, it is of particular interest to the creation of things with a constant magical effect. But for this not all things and soul stones are suitable. The power of the soul stone must be equal to or more than 400. It is best to invest in things simple spells, like " Restore Health", "Water walking"Who are too lazy to read every time. It is desirable that this thing can be removed without prejudice to the game and abandon from other effects, if some one stops needed - for example, you need to dive under water. On the constant effect it is good to enchant elegant clothing. which has a high container, almost nothing weighs and is removed without prejudice to the reservation. It may be jewels. For example, by closing two rings on a permanent health restoration effect of several points, you become almost invulnerable to enemies, because the magic rings will be To restore your health in battle is better than any potions. And those who do not like on the road to be distracted into different small animals, such as kaguchi and rock riders who do not represent a special threat, but very interfere, it may seem useful graceful amulet: its capacity is enough to Enchant it on the constant effect of invisibility. Owing such an amulet, you can not be noticed to travel by Morr Owinda how much soul is pleased.

Morrowind / Magic

~ Engagement ~

Enchant (Enchantment) - This is one of the distinguishing features of the world of The Elder Scroll and its role-playing system, allowing the hero to create magic items with predetermined properties. What is the enchantment?

Enchantment is the process of capturing the soul, any creation, followed by the conclusion of it into the stone shower. After that, the enchanter moves the soul from the stone in the subject. Thus, passing special magic properties to the subject. So briefly, it looks like the essence of the enchantment process. Consider it in more detail.

To begin with, we will analyze the concept - the soul. In the worlds - the soul possesses not only reasonable creatures, but also various representatives of those who are considered monsters (undead, daedera from the lvnion, animals, etc.). However, between the souls of the elves, people and various beastly races and souls of inhuman creatures, there is a big difference. Souls of people (we will understand under this word, all reasonable races living in Tamnel) belong to aids (gods) who created the mortal plan of NIRN and filled it with part of themselves, their essence. Therefore, to capture the souls of people can not, because They belong to aids. After the death of the soul of people leave Nurne, to another plan. Nevertheless, experienced necromancers, can capture the souls, instilling them in various kinds of restored bodies, thus generating separate representatives of non-residential detachment (skeletons, zombies, etc.). Also, necromancers catch the souls to give them into slavery by Lordam Dahedron, not having such power. With this, the famous H "Gastguard (The Elder Scroll Adventure: Redguard" was engaged in the Lord Dahedron Keylif.

Let's focus on a minute for undead. Despite the fact that skeleton souls, zombies, etc. Representatives of undead have a human structure, traveling beyond the borders of life and death strongly distorts them, the spells of necromancer tear them from under the authorities of the gods, making it, these souls are accessible to capture and Engagement. It is easy to guess that such an act of violence over the laws of the world causes a deep outrage from the majority of the citizens of the Empire, so necromanceful is officially prohibited in all provinces, which, unfortunately, does not prevent her from flourish, albeit secretly. One of the most famous treatises of necromancers are "On the preparation of the bodies" and "Arcay - our enemy", the last book, by rumors, belongs to Peru King Worms, chapter of the Tamriel necromancers guild. More information about the undead can be found from the books "Legions of the Dead", "wicked ghosts", as well as from the play "Horror Castle Ksir".

However, back to the souls. The most interesting, in this regard, the souls of representatives of various types of Daedes living in Oblivion are presented. The souls of these creatures, in their energy component, exceed the souls of most types of undead, not to mention animals. For example, a stone with a golden holy soul allows you to create an object with a constant effect, the action of which does not depend on time. True, it is not very easy to get a soul of Daedra, these creatures can be quite strong opponents.

Separate interest are the souls of the followers of the sixth home. Despite the fact that Dagot SR, the head of the house, does not have a soul, his assistants have this gift. Moreover, thanks to the influence of the Divine Disease of Corprus (which many people consider Lorchagan's heritage), the souls of such creatures have become available for capture and imprisonment. Apparently, Corpruz became the reason for this. When this disease amazes someone, his soul is obviously becoming the property of the "dead" god Lorkhan, i.e., in fact, anything.

Finally, you can capture the souls of animals, however, they are so small that they do not represent much value.

Also available to capture are the souls of the members of the Tribunal. Taking advantage of the tools of Kagrenac, they, thus, opposed themselves aids and Daedras, freeing their souls from under the authorities of the gods, but, thereby making them accessible to hunters for such a treasure.

However, even capturing the soul and enchanting it, you need to be careful. After all, in the event that the subject (for example, the sword) breaks, the soul will break free and will try to severely deal with his jailer. Therefore, it is necessary to accurately carefully monitor the state of any enchanted item.

Having considered the souls, we turn to the stones in which they conclude. In fact, these items cannot be called stones in the full sense of the word. Rather, this is something created due to the synthesis of magic and matter. Apparently, during the enchantment process, the energy of the spell, flows out of the stone in the informed item, after which, depriving the binder of its strength, the stone is destroyed. An exception is the Azura Star, a unique stone of a shower that can be used repeatedly. Obviously, it supports, a constant influx of energy from the Oblivion, although no studies of this artifact were conducted. After enchanting, the rock spell continues to keep the soul inside the enchanted item. From here, it can be concluded that the soul stone continues to exist inside the enchanted item, restraining the soul, faded out. Just like souls, stones that serve them in prison, differ in size and, accordingly, the container. The stone depends on the container whether it is possible to conclude this or that soul. For example, the soul of a raised sleeping will be able to fit only in the Great Stone of Souls either in the Azura Star. To date, the origin of the souls remains unknown, whether they were created by a kind of mind, or are the next whim of the higher forces - no one knows.

Now, let's go directly to the enchantment process. What happens from items while enchanted? Unfortunately, at the moment none of the researchers achieved success in understanding this issue. It is obvious that the energy that the soul carries in itself, while moving out of stone in the subject, for some instant changes its structure, giving the opportunity to the engineer, impose on a subject of any magic effect.

This is, that, in essence, is the enchantment process.

Creating enchanted objects

Let's start with the simplest - who can create an enchanted subject? To solve this issue there are two ways. The first is to ask for help in the magician guild or to NPC, which provides such services. In this case, you can create any of the possible items with a 100% probability of success. However, this method cannot be called universal. The fact is that such services are big money. And, the stronger the effect, the more you will have to pay for it. If you are not enough money, you can try to create an enchanted object yourself. But before do it, make sure you have a well-developed skills. Conference"and characteristics" Intelligence"And" Luck". The fact is that with low development of these parameters, the chance of successful enchanted is greatly reduced, but the chance of losing the stone and the soul is significantly increasing. However, even if you have the values \u200b\u200bof these parameters pumped up to 100, it will not give you 100% chance. Successful enchantment. In the case of an attempt to create an enchanted subject with a constant effect, for example, this value may be around 30%. Although the use of potions or spells increase these parameters, slightly improves the picture, but, nevertheless, even they cannot fully solve this problem. Therefore, creating enchanted items with a strong effect is more reliable UNPC. However, there is a small trick. Before enchanting the item, drive a different kind of potions of increasing parameters responsible for the enchantment. It is not necessary for a long time, just a few seconds, you will see that a successful chance The completion of the process will increase significantly.

Having understood with those who can create enchanted items, we will analyze the following question - why applied? Opportunities that provide enchanted items are large enough. First, they enable the spells, without having well-developed magic skills. In this case, the chance of a successful spell is always 100%. Secondly, the enchanted items allow you to temporarily or constantly increase the characteristics of your character, which makes it stronger. All enchanted items have the ability to restore their margin of magical energy when they are in calm state. In other words, the enchantment provides non-magic characters to use various kinds of spells on a par with magicians.

Now let's go to the question about the type and radius of action imposed spells. There are three types of imposed spells.

Permanent effect - action that does not depend on time and manifests itself when the enchanted item is dressed on the character or is in his hand (for example, a shirt or sword). As a rule, a similar spell with constant effects is best to impose on equipment, constantly on the character - clothing, armor, weapons, amulets or rings. Permanent effect is valid only on the player's character.

Effect when used - This type of enchantment is triggered as an ordinary spell or scroll and has a limited action time. Similar effects can be applied to myself or for remote goal . Depending on the spell, you can vary the radius and the duration of the action. Enchanted things with a similar effect serve as a good analogue of various kinds of attacking, defensive, etc. Spell species. Practically, with a large number of enchanted things, you can crack a wide variety of rods, not even having strong magical abilities. It is possible to enchant a similar type of effect, a variety of things that the character wears with you, not dressing them.

Effect when hitting : This type of enchantment suggests that the spell will work in case of hitting the end of the entrusted the subject by the enemy. In this case, the subject is enchanted on touch If you want to harm the enemy or to myself If you want, when you hit the enemy, your character get some additional abilities. Of course, such a type of enchantment makes sense to impose only on weapons. I would like to note that to create a correctly enchanting item, a correspondence of the type of effect and the area of \u200b\u200baction is required. It is useless to combine the effect when hit, with the impact on the remote target. Also, you should not apply to the ring with the effect when using the condition - touch. You will never touch anyone anyway.

As already mentioned, in order to conceive the subject, first, you need seize someone's soul. How to do it? The capture of any soul looks like this. You find the creature you need and cast a spell on it "Conclusion" (Soul Trap.), Then you must kill this creature, before the validity of the spell is stopped. As soon as the creature is dead, the soul will be in the most suitable stone for her souls. Please note that if you do not have a suitable soul size, the soul will go to the outside worlds (Daedron's souls, in particular, return to Oblivion). It is also interesting that the fact that there is a small bug in the game: if you make a "conclusion" to the corpse of the creature, then you will receive an unlimited number of souls (can be corrected in one of the patches). The easiest way to find a creature, the soul of which you want to capture is to cause it with a scroll or the corresponding spell. However, in a similar way, it is very rare to cause a truly strong creation, for example, the golden sinus, although the scrolls with the possibility of calling it can be bought in the cities of Talvanni. Therefore, if you do not have the opportunity to call the owner of the soul, you will have to find it. Daederician or area in the vicinity of the Red Mountain are best suited for this. In these places you can always meet either strong Daeddron or various corprupted creatures. In particular, near the ghostly gate, you can often find a raised sleeping. He rests there with enviable constancy. A lot of strong Daedron can be found in daederic ruins in the Moraga Mara and the coast of Azura, also often they are found in Talvanni lands.

Having understood with the general problems of shocking, we will stop a little on permanent effect spells. Spells with a constant effect are one of the strongest in Morrowind, allowing the player's character to significantly strengthen their characteristics or acquire new features, such as water breathing. However, such effects are very expensive. First, the creature is required with the tank of the soul, at least four hundred (see Appendix). Golden sacnesses rising sleeping, some of the nearest candidates of Dagot, Vivek and Almalexia are possessed by such a container. Also necessary, there will be a shower stone worth 80,000 septimov or higher, such as the Great Stones of the Soul or Azura Star. Unfortunately, in Morrowind, there are not a lot of great stones of shower. The exact number is unknown (many of them are generated along the game), but the smallest number of them is equal to 20. Fortunately, if you put yourself in the tribunal, you can buy stones in unlimited quantities at the Mournholda Bazaar. To create an item with a constant effect, you can also use a small bug. If during the enchantment you choose the great stone shower, and then put the condition constant effect, then when you switch to a smaller stone, the constant effect will continue. Use this opportunity until it has been fixed in one of the patches.

During the creation of the enchanted item, you must remember two characteristics. The first is the size of the charge placed in the enchanted item, a kind of "reserve mana" of the subject. The more subject's charge, the longer you can use it without recharging. This unit is determined by the size of the caught soul. The second characteristic is the power of the effect that determines the power of the spell used. The higher this value, the more powerful spell can be created. True, it must be remembered that the more powerful the spell, the faster the charge will be consumed.

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