Early enchantments

Post » Fri Mar 03, 2017 5:57 am

What do you recommend as things to make early on, while you're still building up some skill?



I've made a ring that undoes the damage done by a Greater Bonewalker, as they get to be a real pain when enemy mages summon them. Just a 5-12 Restore or each skill, matching their attack. It may need more than one use, especially if they get in more than one shot, but that's OK. If I have to wait before I can walk again, that's acceptable. Only takes a small soul and a common ring.



Any other little utility items you've made?

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Jessica Lloyd
 
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Post » Fri Mar 03, 2017 11:43 am

I like to make an improved healing ring, since that one you find at the start (not really "find", since the game simply hands it to you on a proverbial platter) is seriously inefficient. A common ring wtih 1 point of Restore Health for about 3 seconds on Self takes a fraction of an enchantment point, so it can be done fairly easily with Enchanting as a Minor Skill. Using a 20 point cliffie soul, or one of the Alits from just outside Caldera, you can cast it at least a dozen times, and it will regen charges about 33% faster than Fargoth's trinket because of the larger soul used. Since duration is cheaper than magnitude, I'm willing to wait the 3 seconds to get marginally more hitpoints back per casting, and get a lot more castings out of it.



A ranged Soultrap spell is often on the "early" list, and an arrow usually hits the target just after the slower-moving spell. Waterwalking and Waterbreathing also come in handy, the latter only needing a short 1 second duration to reset your Breath meter, but longer certainly helps. Then I "go for it", and make a more difficult 1 point Levitation belt for at least 22 seconds, which is JUST enough time to cross between the Vivec canton upper levels. Again, magnitude costs more than duration, so the base 1 point will get you further before it wears off, otherwise you're going to have to recast in mid-air. Restore Strength is a good emergency item, thanks to those Greater Bonewalkers. By that point, I may have the skill to tackle more serious offensive enchantments, and various other useful trinkets.

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gemma
 
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Post » Fri Mar 03, 2017 11:27 am

Ranged soultrap does seem like a good idea for an archer. I have made mostly melee characters so far, and tend to forget that wrinkle.

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Lisha Boo
 
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Post » Fri Mar 03, 2017 12:45 am

One ring each enchanted to cast Divine Intervention, Almsivi Intervention or Recall save you some time getting around. You can use a potion to cast a Mark spell somewhere safe, or use a fourth ring to cast it as you go. I would still carry a Recall potion to evade a crisis that might kill your character. It's the quickest way to escape death. Good luck!

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Richard
 
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Post » Thu Mar 02, 2017 8:05 pm

Since the Mage Guild quest line gets you Amulets for the Interventions at a relatively low level, I've not bothered making my own. Anyone who's going to be capable of making them joins the guild. You usually are given a scroll of each early, too, (and can sell them once you have the amulets).



Mark/Recall I'm on the fence about. As you point out, you can use potions as an alternative to enchantments, and Mark isn't something you worry about running out of Magicka for. You usually want to mark a safe location, so you can just wait. Recall is a maybe. I'd normally use intervention as the panic exit, and recall would just be for the times you want to avoid the long walk back to the quest-giver. Since you have to know the spell to enchant with it, I'd just cast. If I find an amulet of Mark or Recall, I'd keep it, but maybe not make one.



And since I brought it up, there are several instances of "must have" items in the game where knowing where to get one trumps knowing how to make your own. I wouldn't bother making a weaker version of something I'll be getting anyway. That's the downside to placed loot; it affects your play once you know where things are.

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Jeffrey Lawson
 
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Post » Fri Mar 03, 2017 12:02 am

I believe you can pick up a Recall amulet from a merchant in Caldera, even at Level 1. Buying the Mark spell from the Temple members in Balmora gives you that Mark/Recall emergency exit combination (or instantaneous return home with more than you can carry) almost from the start of the game. The Intervention items start appearing as random loot after a few levels, if you don't buy them from a merchant before that.



Teleportation spells are a bit large for early do-it-yourself enchantments, and likely to fail unless you do some heavy fortification first. By the time my character can make them with any reasonable odds of success, I've already picked up the full set from merchants or loot.

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Gemma Flanagan
 
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Post » Fri Mar 03, 2017 10:00 am

I make a CE amulet right off, so I don't use amulets for anything else.

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Reven Lord
 
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