Atronach Tip

Post » Fri Jan 01, 2010 7:05 am

I've only played two Atronach characters. Currently on my third.
So forgive me if this is known, but this is what I found:

When you go to the chapel, there's the big altar right? Well behind the altar are the arc of mini altars, right?
So you can go to a mini altar, to regenerate magicka (not all of them, but most of them do). Then you can move on to the next one, or blow it all off and leave. Well that one time that you went to the mini altar, does not count towards using the big altar in the middle, or any of the other mini altars. So what I'm saying, is that if you are adventuring near a town, and using that town as a base for a couple of weeks, you can have a continuous supply of magicka available at the chapel, every day mind you, as long as you stagger out which altars you hit. Hit the big one, and the little ones are there for the next day, then the day after the big one is available, and so on.
Make sense? It's nice having a large pool available, when I'm saving my potions and Welkynd Stones.

Regardless of your infamy, whenever you visit a wayshrine in the wild, you can then access that mini altar at the chapel. If you have 1 or 0 infamy, you will receive a magicka benefit at the wayshrine, if you have more, it will count towards you having been there, but you won't get a magicka boost when you are in the wild.

Just found this, thought I'd share.
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Vicky Keeler
 
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Post » Fri Jan 01, 2010 6:06 am

This makes sense, and thanks for sharing! :goodjob: I hadn't really thought in those terms. The few times I have played Atronachs, I tend to build up and use the telekinesis trick to fill up. Atronach is definietely a different mindset.
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jennie xhx
 
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Post » Thu Dec 31, 2009 11:46 pm

Currently playing this sign (with a Breton no less) and this is good to know. But I must admit between Wayshrines, chapels, wells and what seems to be a near endless supply of potions, this build isn't as challenging as I originally hoped.
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CHANONE
 
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Post » Thu Dec 31, 2009 5:46 pm

Well spotted, I remember a couple of ways of playing that sign from Morrowind: master alchemy or use shrines for restoration. I actually did forget that there are fonts for restoration around in Cyrodil, and I suppose there is fast travel. But I don't think there are teleportation spells, so if you are out of magicka in the second level of a dungeon you will need to trawl all the way there again (eventhough there are no respawns.) In Morrowind I just marked the location in a cave, used an almsivi/divine amulet and restored magicka in Balmora for example.
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Jeneene Hunte
 
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Post » Fri Jan 01, 2010 2:12 am

Currently playing this sign (with a Breton no less) and this is good to know. But I must admit between Wayshrines, chapels, wells and what seems to be a near endless supply of potions, this build isn't as challenging as I originally hoped.


I can see how this build can become amazingly powerful. I've capped my Strength at 50, my endurance at 50, my spell absorption fluctuates between 62 and 92, depending on what outfit I am wearing. I limit how much I can carry (think potions, even though my best potions only weigh .1 pounds) When my marksman skill hits 100, I must stop leveling, regardless of other skills. Currently level 21, Marksman skill is at 85 with no training. My Mysticism skill is still in the upper 50s. I'm hoping this build will continue to provide the challenge that it has been, and it has been. I also pay taxes on my home in Cheydinhal, to keep my money low. 360, sigh.
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Abi Emily
 
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Post » Thu Dec 31, 2009 9:26 pm

The Blood Fountains in Oblivion Gates also work for recharging your character when playing the Atronach birthsign.
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Rude Gurl
 
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Post » Thu Dec 31, 2009 5:34 pm

Refilling at altars was a major atronach trick in Morrowind. The altars in that game didn't have any daily limits so you could use them as many times as you wanted and with teleportation magic you could Mark the spot where you were, use a Divine Intervention spell to teleport yourself to an Imperial Shrine, refill, then Recall back to the place you marked. Ah, the good old days.
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Dan Stevens
 
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Post » Thu Dec 31, 2009 8:18 pm

I can see how this build can become amazingly powerful. I've capped my Strength at 50, my endurance at 50, my spell absorption fluctuates between 62 and 92, depending on what outfit I am wearing. I limit how much I can carry (think potions, even though my best potions only weigh .1 pounds) When my marksman skill hits 100, I must stop leveling, regardless of other skills. Currently level 21, Marksman skill is at 85 with no training. My Mysticism skill is still in the upper 50s. I'm hoping this build will continue to provide the challenge that it has been, and it has been. I also pay taxes on my home in Cheydinhal, to keep my money low. 360, sigh.


I actually reduced the difficulty to stop leveling so damn fast. So far so good, but having enemies fall with a few strikes from my steel longsword, or a weak fireball can be a bit disappointing.
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Brιonα Renae
 
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Post » Fri Jan 01, 2010 3:02 am

I actually reduced the difficulty to stop leveling so damn fast. So far so good, but having enemies fall with a few strikes from my steel longsword, or a weak fireball can be a bit disappointing.


I've actually upped my difficulty. My bow, which does soul trap, also does a combined 44 points of elemental damage... along with a high marksman skill, means that I am one-hit killing everything. Sure I can see this happening with conjurers and necromancers, but I am one-hitting fully armored marauders, wraiths, and the like. Minotaur Lord provides the only challenge at the moment. He requires three Elven arrows, only one when I'm sneaking... So I've upped the difficulty because of the huge let-down when I kill things so easily. I am carefully watching my levels. By Marksman level 100, or game level 30 which is the cap, if my destruction, illusion and restoration reach expert level I will be happy. If not, so be it.
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Rusty Billiot
 
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