aren't ancesteral ghosts brilliant!

Post » Tue Jul 12, 2011 9:33 pm

am just at the beginning of morrowind (for about the 5th time/keep changing characters) am currently a breton battlemage.am heading towards barlmorea (excuse the spelling) and have visited a few of the hideout places (the ones with the wooden doors that are hidden in alcoves throughout the game) so far my ancestral ghost has protected me from nax hounds,bandits, 2 cliff racers (my first encounter with them my weapon didn't harm them at all :nope: (an iron sabre) am currently about to enter another dungeon/cavern place (where there are a lot of dead trees/in a valley area on the way to barlmorea? just wanted to thank bony joe (cos that's what i call him :goodjob: he's a star :lol:
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jess hughes
 
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Post » Tue Jul 12, 2011 10:25 pm

The Ghost is cool, for sure. Not very tough but it can cope with animals and weak outlaws. I modded Ghosts in my game so they glow, and I use them to light up dark interiors. Saves me carrying a lantern, meaning I can use a shield or keep my 'spell hands' readied.
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Code Affinity
 
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Post » Tue Jul 12, 2011 3:02 pm

Aye, early in the game they can be a lifesaver, but later on, you'll need something stronger to summon.
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neil slattery
 
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Post » Tue Jul 12, 2011 8:32 pm

The summons scale pretty well with the character's Conjuration skill. First buy for me is usually Summon Skeleton, then when I've raised Conjuration a bit, Summon Scamp or Summon Least Bonewalker.

Mid-levels, the Clannfear is a good grunt. Dremora are good too. The Atronachs work best for me if I'm using ranged attacks (usually spells but sometimes Marksman), this gives the Atronachs more time to do their thing and gives me a meatshield to tie up the bad guys.

Later on, the Daedroth, Winged Twilight and Golden Saint are all potent.
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Laura
 
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