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  1. - Top - End - #241
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    RedWizardGuy

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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Quote Originally Posted by Triaxx View Post
    Yes, Stalhrim is a bit silly looking. But Nordic Carved is beautiful and functional. And even Skaal gear looks like something you'd want to wear while stomping around in horribly ugly winter weather.

    As for the plot, that's one of the best things about it, because it's so flat out alien to the main game, leaving it completely free of the downsides of it, but letting it cling to the best parts of it. 'Fight Dragons, get killed by Bears!'

    Avanchzel is the only other Falmer Free Ruin. And both are awesome.

    Wasn't Malacath the guy that got eaten? Or part of him?
    If I recall correctly, Nordic carved armor has pointed pauldron tips that would jab into your arms if you tried to raise them. Plus it's unreasonably thick.

  2. - Top - End - #242
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    The other annoying thing about Silver Hand is that you typically encounter a bunch of them in a small space, so your room to maneuver around and avoid attacks is severely limited. The group size is for each individual encounter, about the same as a full bandit group. (5-7) Plus they tend to be wearing more heavy armor than the average number of bandits I find.
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  3. - Top - End - #243
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    DruidGuy

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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    You can get to Gallows Rock without being a Companion, and the Silver Hand is still there and still hostile as all get out. At least if you're not a werewolf you don't have aggravated damage.
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  4. - Top - End - #244
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Nordic armor isn't that bad, and if you look at it, you'll notice that it's connected to the sleeve, so when you raise your arm, it'll lift far enough out of the way that you still have the range of movement you'd need.

    Compare Daedric Armor for example.
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  5. - Top - End - #245
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    The base damage for silver swords/great swords is the same as the base damage for steel swords/greatswords, and when you first encounter the Silver Hand, you're still trying to officially join the Companions, so you're not turned yet. I don't see WHY they should be dealing so much more damage than normal bandits armed about the same, but I think I've been killed by the Silver Hand more than any other faction in the game.

    Also, that mod I mentioned above? It's actually pretty cool. Solves a lot of the annoying things about unarmed combat. The skill tree added is HUGE, though. Like, MASSIVE. Probably 20+slots in total.
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  6. - Top - End - #246
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Quote Originally Posted by Admiral Squish View Post
    The base damage for silver swords/great swords is the same as the base damage for steel swords/greatswords, and when you first encounter the Silver Hand, you're still trying to officially join the Companions, so you're not turned yet. I don't see WHY they should be dealing so much more damage than normal bandits armed about the same, but I think I've been killed by the Silver Hand more than any other faction in the game.
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    I think that those Silver Hand in Dustman's Carin have a higher minimum level than your run of the mill bandits, too.

  7. - Top - End - #247
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Most of my deaths have been from either mages who throw an ice storm at my pretty face, or sitting on my horse as it attempts L.E.O.
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  8. - Top - End - #248
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Question for you all: which Daedric Prince's realm would you want to visit in the next Elder Scrolls game? Oblivion gave us the Deadlands and the Shivering Isles, Skyrim gave us Apocrypha, ESO gave us Coldharbour...Morrowind kind of gave us some interaction with Hircine...

    I thought the ESO descriptions of the Ash Pits sounded interesting, and I'd have liked them to go into more detail on the whole Malacath/Trinimac/Zenithar thing back in Wrothgar anyway.

  9. - Top - End - #249
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Ice Storm is actively even more powerful per point of Magicka than just about any spell outside of the Lightning Hose.

    Of course vanilla mages being able to spam cast five of them at once is really annoying.
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  10. - Top - End - #250
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Quote Originally Posted by Kareeah_Indaga View Post
    Question for you all: which Daedric Prince's realm would you want to visit in the next Elder Scrolls game? .
    Azura's Moonshadow purely because I like her. Sadly her realm is said to be completely unaccessible.
    Vaermina's Quagmire because a dream world can offer a high variety of beautiful and/or non sensical landscapes.
    Boethiah's Colored Room because the place got to have great creatures if you have a Daedra prince that can just yell at Molag Bal and banish him.

  11. - Top - End - #251
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Question for you all: which Daedric Prince's realm would you want to visit in the next Elder Scrolls game?
    Jyggalag, simply because I want to know what happened to him after Shiverig Isles.

    More seriously, probably Azura's realm since it's said to be very beautiful, or maybe Boethiah's if they were to give us the maze gardens and twisted towers mentioned in some of the lore rather than the hell world which appeared for a single quest in Oblivion.

  12. - Top - End - #252
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Quote Originally Posted by Aeson View Post
    or maybe Boethiah's if they were to give us the maze gardens and twisted towers mentioned in some of the lore rather than the hell world which appeared for a single quest in Oblivion.
    I'm inclined to think the hell-world was just the level designers getting confused and thinking that ANY Oblivion realm was == Deadlands, since it featured so prominently in the plot.

  13. - Top - End - #253
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Though we did get a glimpse of Sanguine's realm in Skyrim, during A Night to Remember.
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  14. - Top - End - #254
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    I just ran across a random Dunmer farmer who mentioned he was going to Solitude to join the Legion...except he's going in the direction of Windhelm. Wrong way, serjo!

  15. - Top - End - #255
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    Kobold

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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Quote Originally Posted by Kareeah_Indaga View Post
    I just ran across a random Dunmer farmer who mentioned he was going to Solitude to join the Legion...except he's going in the direction of Windhelm. Wrong way, serjo!
    Yeah, that happens a lot. Even people who should know better seem to lack the most basic sense of geography. I tried to explain that to the Imperial patrol that was escorting their prisoners east from Ivarstead, towards Riften, but would they listen?

    Hope they all got captured.
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  16. - Top - End - #256
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    The noble couple heading to Solitude for the wedding on the road heading from Solitude to Dragon Bridge...
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  17. - Top - End - #257
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    It's an odd thing. You'd figure if they have the ability to tell NPCs to walk along roads to destinations (which they definitely do) that they would at least have some trigger to point them to the right destination regardless of where they currently were on the road.

    Or maybe they are heading the right way, but they have no concept of 'shortest route' for whatever reason and just head off in a random appropriate direction? That wouldn't explain the Dragon Bridge one, though, unless they were planning to run a tour of Skyrim first...

    Do they literally just spawn walking in a random direction along the road, and have to compensate for that without turning? Has anyone ever followed them to see if they eventually loop back around?

    (Created by me. I should probably put that on there somewhere.)

  18. - Top - End - #258
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    ElfMonkGuy

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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    The noble couple, at least, is an intentional joke: you'll find them just about everywhere except near Solitude. After the DB quest involving the wedding, you'll even find that they were attacked by a dragon at some point and lost their guard.

  19. - Top - End - #259
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    DruidGuy

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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Yeah the couple heading to Solitude are just idiots. I've stopped and listened to their dialogue at a few points, and let's just say they're in no danger of getting there any time soon. I may have led a pack of wolves to them once, too. And then went on my merry way while something like a dozen hungry wolves just went ballistic on them. Just a random wolf pack spawning on that road near Lakeview where the set encounters are, and everything happened real quick.
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  20. - Top - End - #260
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Update: Apparently, +unarmed enchants DO stack with the 'fist' weapons from the mod, so all the plans once abandoned are back on. And with them all in place, AND fully upgraded/enchanted dragonbone fists, and super-fast attack speed from skills, this is going to be far more ridiculous than I could have possibly imagined originally.
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  21. - Top - End - #261
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    After reading up on Azura and remembering the whole shebang about the reverence of the Reclamations I have finally found a character to roleplay as in Skyrim. My previous problem with a Paladin type character was that I was unable to do any Daedric quests since over half of them are actually disgusting and morally dark. Still wanting a divine touch, I have now settled for a fallen Priest of the Reclamations. Azura has never hearing his pledges for power and thinking himself smart enough to trick Boethiah and keeping himself out of Mephala's web, he can do almost any major questline and Daedric quest.

    I would not do the Ebony Blade and think of him doing the Dark Brotherhood last - slowly realizing the Nightmother has a striking resemblance to Mephala. Other than that, I can focus on Conjuration magic (along with abusing the Dark Star for enchantments).

  22. - Top - End - #262
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Are there any unsavory aspects of Azura? If there are, I've never heard of them.

    Also:
    +I was on my way to Rimerock Burrow to get an axe, and I stopped to eat a cherry poptart. Barbas was impatient and started nudging me towards the entrance. Couldn't he have waited the 30 seconds?
    +Bend Will seems to be more effective at getting dragons to land so I can kill them.
    +"Training a half-starved wolf, not a chance" - Bandit. You're many times stronger than that wolf. Why do you even bother?
    +Got a quest saying I'd be a true hero if I took out the bandits at Mistwatch. Got the Fjola quest. --->
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    Fjola is the bandit leader.

    --->Moral Quandary.
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    Typed into console "Fjola gave up banditry after I killed all the other guys."
    Last edited by gooddragon1; 2017-01-29 at 06:49 AM.
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  23. - Top - End - #263
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Quote Originally Posted by gooddragon1 View Post
    Are there any unsavory aspects of Azura? If there are, I've never heard of them.
    Azura is a Daedra who supports devout followers with guidance and influence. If you have a power hungry Mage that gets cast into the traditional role of spiritual leader, and Azura doesn't recognize you because you are unworthy you might as well become bitter and start mucking in her plans.

  24. - Top - End - #264
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    ElfWarriorGuy

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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Quote Originally Posted by gooddragon1 View Post
    Are there any unsavory aspects of Azura? If there are, I've never heard of them.
    When 3 chimera had the gull to say that they didn't need her after the battle of Red Mountain, she warped all of them into the modern day dunmer and made a prophecy that would lead to the red year.

    She did all of this to show the dunmer how much she LOVES them, and that the should never forget that.
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  25. - Top - End - #265
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Quote Originally Posted by A Tad Insane View Post
    When 3 chimera had the gull to say that they didn't need her after the battle of Red Mountain, she warped all of them into the modern day dunmer and made a prophecy that would lead to the red year.

    She did all of this to show the dunmer how much she LOVES them, and that the should never forget that.
    Keep in mind those three had just murdered Nerevar, whom I gather she was fond of. Also a good chunk of the Dunmer people forsook her for those three, which has got to grate a bit. Also also, she DID lead a decent number of her followers out of the Red Year mess--witness the enormous shrine they built for her in Skyrim as a thank-you.

    That said, I gather the less malevolent Daedric Princes (Azura, Meridia) aren't quasi-benevolent because they like mortals, but more because they like worship (remember the gods get POWER from worship), and have learned that if they keep their followers from being wiped out they tend to get more of it.

  26. - Top - End - #266
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    remember the gods get POWER from worship
    Not that I disagree, but note that the book linked explicitly states that this is a theory which appears to fit the evidence, rather than claiming that this is something which is necessarily factual.

    That said, I gather the less malevolent Daedric Princes (Azura, Meridia) aren't quasi-benevolent because they like mortals, but more because they like worship
    I'm inclined to think that most or all of the Daedric Princes like worship. The relatively benevolent ones are merely more inclined to use the carrot than the stick to obtain it.

    Keep in mind those three had just murdered Nerevar, whom I gather she was fond of. Also a good chunk of the Dunmer people forsook her for those three, which has got to grate a bit.
    "I curse you for three leaders of your people being power-grabbing murderers, and also because you will forsake me for those three after I've cursed you." Yeah, sounds completely reasonable to me.

    Also, the truth of the accusation that the Tribunal murdered Nerevar is, if I recall correctly, left ambiguous. Azura would likely know the truth of the matter, as would at least one of the Tribunes (assuming, at any rate, that their recollections of events several thousand years in the past have not become distorted - and Almalexia strikes me as pretty insane by the time of the game), and Dagoth Ur might as well, but of all these people Dagoth Ur is the only one who gives a definite answer to the question of whether or not the accusation is true, at least to my recollection, and Dagoth Ur is not someone who I would consider a reliable source of information. That Vivec responds to the accusation by saying, in effect, that it was so long ago that the truth of the matter is irrelevant is perhaps not promising, but there are other reasons why he might not want to say much of what happened at Red Mountain when Nerevar died.
    Last edited by Aeson; 2017-01-29 at 03:53 PM.

  27. - Top - End - #267
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    Shoreward's Avatar

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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    It's worth noting that the first letter of every paragraph of the last sermon of Vivec spells out "FOUL MURDER". You know, the one about the battle of Red Mountain. Then it ends with "The beginning of the words is ALMSIVI" like all the others, with the addition of "I give you this as Vivec." There's a lot of speculation that the sermons are a very long stealth confession.

    (Created by me. I should probably put that on there somewhere.)

  28. - Top - End - #268
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Quote Originally Posted by gooddragon1 View Post
    Are there any unsavory aspects of Azura? If there are, I've never heard of them.
    Perhaps not exactly unsavory, but she seems to be incredibly jealous. If you're meant to be worshiping her and aren't, expect some disproportional retribution. I guess that's a trait of all Daedric Princes, but with Azura that seems to be one of her main qualities. Also remember that she is the patron of vanity and egotism. She doesn't take rejection well.

    Quote Originally Posted by Shoreward View Post
    There's a lot of speculation that the sermons are a very long stealth confession.
    Man those sermons could be anything. There's so much weird stuff hidden in them. It could all just be one big troll from Vivec.
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  29. - Top - End - #269
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    Quote Originally Posted by Feytalist View Post
    Perhaps not exactly unsavory, but she seems to be incredibly jealous. If you're meant to be worshiping her and aren't, expect some disproportional retribution. I guess that's a trait of all Daedric Princes, but with Azura that seems to be one of her main qualities. Also remember that she is the patron of vanity and egotism. She doesn't take rejection well.
    It's beginning to sound like the 40k universe lite. Why can't there be a good guy?

    Quote Originally Posted by Feytalist View Post
    Man those sermons could be anything. There's so much weird stuff hidden in them. It could all just be one big troll from Vivec.
    If you could see into the 4th dimension like he does, when you arrange the books in sequence they form a troll face.
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  30. - Top - End - #270
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    Default Re: Elder Scrolls XII: Twelve Worlds of Creation

    The daedric princes are the wrong people to look at for good guys, considering that they're basically the dark lords of layers of hell. The Nine Divines, by contrast, have their issues, but at least they aren't quite as openly vindictive. It probably comes with being less active. Even the Vigilant of Stendarr are mostly only ruthless against the Daedra and their servants.

    The closest we've seen to Paladins were the Knights of the Nine.

    (Created by me. I should probably put that on there somewhere.)

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