Anyone have a readme for Less Annoying Magic Experience's sp

Post » Thu Apr 07, 2011 3:38 am

anyone know where i can find a link for it? If at all?
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Philip Rua
 
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Post » Thu Apr 07, 2011 12:48 am

anyone know where i can find a link for it? If at all?


I've checked the readme file for LAME and it doesn't have a detailed description of all the changes to the magic schools; I guess the author didn't want to spoil the mod.
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Sarah Unwin
 
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Post » Thu Apr 07, 2011 3:37 am

...Specializations? Do you mean the starting spells you get from your class?
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Trevi
 
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Post » Thu Apr 07, 2011 9:23 am

well there is a spell you can only cast outside. After casting the spell it asks which "path" you want to take.
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JUDY FIGHTS
 
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Post » Thu Apr 07, 2011 7:09 am

All that does is give you 1-3 spells of the 'path' you choose. Besides that it has no further influence on the rest of the game.
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Carys
 
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Post » Thu Apr 07, 2011 10:59 am

just figured that lol thanks.
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Natasha Biss
 
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Post » Thu Apr 07, 2011 10:04 am

Oooh.
I know what he's asking, he wants to know what spells you get from those choices.

Destruction:
Save for the Path of Circles, the first word is the type of ranged spell, and the second word is a on touch spell. So, Shocking Blaze(or whatever it's called) grants a ranged shock spell, and a on touch fire spell.
The Path of Circles adds two on touch spells that blast out when you cast the spell, even if you hit nothing with the touch. This is good because when you have twenty necromancers and their summons attacking you, it helps to be able to damage them all at once without the chance of missing, no? You gain the lowest level ring spells for Frost and Fire(which are apprentice level spells).

Alteration: Bit of a strange one.
Except for Lead Defense, you gain a elemental shield and another spell, deep frost grants water breathing, hidden fire(if I remember correctly, name might be off) grants unlock, and the lightning one grants feather, I think. Or was that Gliding Flames(feather/flame shield), Deep Frost and Hidden Thunder? Either way, Deep is water breathing, hidden unlock, and gliding feather. Lead Defense grants a burden spell and a normal shield spell.

Restoration: I'm a wee bit rusty on this one, so here's what I do know.
Body grants a leech health spell and a restore health spell, and stealing has a absorb spell(taking endurance I think) and leech fatigue if I remember correctly. The other two? I *think* mind has a fortify intelligence spell and maybe a leech Magicka spell(guessing on the last one), and soul? Ellifino.

Conjuration: This is a zone I know better.
Nature: Mudcrab and Wolf summons(druid's best friends, though mudcrabs smell bad)
Undead: Skeleton and Ghost Summons(great for RPing a necromancer, if a bit lack luster sometimes)
Daedra: Scamp and Bound Dagger(Scamps are great when starting off, they have a decent chance to have a good fireball spell)
Insanity: Baliwog and Bound Rusty Order(favorite here)

Illusion: Bit rusty again.
Failing Courage: Demoralize and Inspiration(not a bad choice, helps get people away or make them stay, very useful when using MMM)
Illuminated Madness: Frenzy and Light(My choice when I use this ring)
Peaceful Orders: Calm and Command(or whatever the spell effect is that makes a NPC fight for you)
Cunning Cats: Charm and Nighteye(great if you lack charisma or don't want a torch)

Mysticism: Strange as I am, I use these spells often.
Hunter: Soultrap and Detect Life(great for people who have tons of soul gems and items that use them)
Wondrous Traveler: Detect Danger and Weather changing(handy for me)
Dispelling(might have been better called Magebane): Targeted Dispel and Dispel on self(great for anyone, really, since summoning NPCs are common and the dispel spells work when silenced)
Movemental Knowledge: Telekinesis and Detect Attitude(great for moving objects and checking if that guy you're about to shoot arrows at is a bandit or random NPC)
Unless I missed something, these are the spells you get. Minor stuff, though some are pretty good.
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D IV
 
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