DiverNB
Liturgist
- Joined
- Jun 11, 2007
- Messages
- 472
DraQ said:There is more fun with designing the spells so that they are effective, but castable by character of any race without any buffs provided it has magicka fortifying birthsign. Of course, it's more difficult but forces you to learn all the quirks of spellcasting system, so that you can create resistance piercers, instakill spells, sure-fire paralysis and silence, KO spells, dual-purpose long-jump spells and so on.DiverNB said:I have axes, swords, and blunt weapons at my disposal because I get bored of wielding just one weapon. Does this make a great character? No, but I'm not really trying to power game here
Magic is fun, and later on I'll explore the enchanting system, hunt for artifacts, and maybe abuse alchemy with fortify int potions just to show a bit of the magic system. That's always fun.
Which one would it be? I'm not above exploiting glitches unless they are unbalancing (so, for example, I will exploit drain intelligence glitch using sujamma, but not by making custom 1s drain intelligence spell). Hell, I don't even exploit valid mechanics like alchemy abuse.Witchblade said:Hm, Drac, you're reminding me of a little exploitable glitch there, that I only found out about later, and have partly forgotten exactly how it works...
I had a dark elf mage extrmeley decked out once (Every piece of clothing was a fortifying effect on INT or another magic stat) that I was able to make a pierce Resistance 100% and cause a decent amount of fire damage. Pretty much killed everyone.
On touch spells are very fun to mess around with as well because of their low initial cost.
I'm a bit guilty of abusing Daedra ruin mechanics...if you find a 2 rooms adjacent to each other and keep exiting / entering them, you get an infinite amount of Daedra to fight. Excellent for picking up rare alchemy ingredients, and getting a massive amount of high quality weapons.