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  1. - Top - End - #121
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    I mean, what's a bard without his instrument, right? Maybe the inn would welcome a performance of The Ballad of That One Time We Kicked In The Neighboring City's Teeth In Fantasy Hockey.
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Quote Originally Posted by Temotei View Post
    And let spells/potions of those effects stack if they're from different sources or something. Or just let potions stack.

    Note that Apocalypse does have one spell that increases your movement speed and carry weight (x3 outside of combat). Concentration casting, though.

    Quote Originally Posted by Mark Hall View Post
    A spell I would dearly love to have in the Alteration Tree in Skyrim is a continuous-cast Fortify Carry Weight spell... like Healing and the various damage spells.

    It would be a nice way to beef up alteration as you played (just run around encumbered), and be a nice gameplay tweak. It would probably allow fast-travel while encumbered (if it had enough capacity, and unless it was carefully created), but that's not a huge deal for me.

    Quote Originally Posted by Mando Knight View Post
    One of the Alteration spells in Apocalypse is Longstride, which does that and boosts your movement speed at the same time (since you can't cast while sprinting).
    lel

    I would really like more movement spells. Short-ranged teleportation like PerMa had in its perk tree, a spell to increase your run speed (there's the Alchemy perk and Speech perk in Ordinator, but I'd really like a long-duration higher-level spell), maybe a Master-level spell that lets you run into enemies to knock them over like the Block perk...

    Longstride is great for increasing carrying capacity but it's not really faster than sprinting. Good early for alternating sprints and casting so you keep going fast but it'd be nice to just have a long-duration buff so higher-level casters can really get moving. Even if it was out-of-combat only, I would be happy.
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  3. - Top - End - #123
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Quote Originally Posted by Temotei View Post
    I would really like more movement spells. Short-ranged teleportation like PerMa had in its perk tree, a spell to increase your run speed (there's the Alchemy perk and Speech perk in Ordinator, but I'd really like a long-duration higher-level spell), maybe a Master-level spell that lets you run into enemies to knock them over like the Block perk...

    Longstride is great for increasing carrying capacity but it's not really faster than sprinting. Good early for alternating sprints and casting so you keep going fast but it'd be nice to just have a long-duration buff so higher-level casters can really get moving. Even if it was out-of-combat only, I would be happy.
    Apocalypse does have a few other interesting movement options. Shadowbond is a fun one, letting you swap places with a far away target. Ghostwalk likewise has different invisibility based teleportation utility, letting you assasinate someone and immediately teleport back to a safe place.

    Fabricate Object lets you reach any place you want. Simply create a bridge, stand on bridge, cast it again, jump a bit, and the next bridge appears beneath you, slightly higher up. Repeat as needed.

    Wind Running allows limited "flight". In conjunction with Fabricate, you can make pretty good time. If you want to be a heavy armor wizard with Ordinator in the mix, you don't even need to worry about what happens when the spell runs out, as you are immune to falling damage.

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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Quote Originally Posted by Rynjin View Post
    Apocalypse does have a few other interesting movement options. Shadowbond is a fun one, letting you swap places with a far away target. Ghostwalk likewise has different invisibility based teleportation utility, letting you assasinate someone and immediately teleport back to a safe place.

    Fabricate Object lets you reach any place you want. Simply create a bridge, stand on bridge, cast it again, jump a bit, and the next bridge appears beneath you, slightly higher up. Repeat as needed.

    Wind Running allows limited "flight". In conjunction with Fabricate, you can make pretty good time. If you want to be a heavy armor wizard with Ordinator in the mix, you don't even need to worry about what happens when the spell runs out, as you are immune to falling damage.
    There can always be more!

    I forgot about Shadowbond, though. Does it alert the target?
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Psijic Teleport is my absolute favorite mod for teleportation. It's even been ported to SE, though sadly lacking Power Blink. Prior to Apocalypse Drop Zone, the ability to leap from the Bridge at the college and teleport cancel the fall damage was truly epic. It's even Alteration based, though also with a Conjuration option. If you blink while engage you arrive facing the opposite direction, which is useful for popping behind an opponent's guard.
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  6. - Top - End - #126
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Quote Originally Posted by Temotei View Post
    There can always be more!

    I forgot about Shadowbond, though. Does it alert the target?
    Inherently, not, though noise MAY be a problem. I've only used it with silent casting. It also doesn't count as an assault, either, which is great. I used it just as a test during the opener for the Thieves' Guild and used it to drop ehhh...the Drow guy you set up, I always forget his name, into an empty part of the city so I could pickpocket him easily last night.
    Last edited by Rynjin; 2017-06-13 at 03:10 PM.

  7. - Top - End - #127
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Quote Originally Posted by Triaxx View Post
    Prior to Apocalypse Drop Zone, the ability to leap from the Bridge at the college and teleport cancel the fall damage was truly epic.
    Can't you do something similar by just using the Become Ethereal shout before jumping off the bridge? You can't take damage while under that effect, and that includes fall damage.

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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Quote Originally Posted by factotum View Post
    Can't you do something similar by just using the Become Ethereal shout before jumping off the bridge? You can't take damage while under that effect, and that includes fall damage.
    Yeah, though it has to last long enough for the fall. Usually takes the second word for longer drops. Not really a problem, but Drop Zone is immediately available without even doing the main quest, so there's that.
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Well... yes, clearly, but it's not as cool as teleporting out of the middle of a killing fall.
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign


    Jorrvaskr, Sun's Dusk 24
    I must have impressed Vilkas more than he let on, because when I got back he had an urgent job for me: Ysolda, a local merchant, had been kidnapped by a group of bandits holed up in a mine near Riverwood. Maybe a sleeping sap deal gone wrong? She didn't say. The bandits didn't offer much resistance, just a group of rabble really, no sign of any kind of leadership. I released Ysolda and escorted her back to Whiterun. It was getting dark, so I went back to the longhouse to report in and get some sleep.

    It looks like the Companions are starting to trust me, that was an important if not difficult contract. Things are boding well.




    Lost Valley Redoubt, Sun's Dusk 25
    I got my wish for a more challenging mission today. I was tasked with dealing with a Reach warlord consorting with the black arts. Of course, that means assaulting a Forsworn stronghold: Lost Valley Redoubt. Charging in the front gate would be difficult, the defenders would be able to use the layout to overwhelm me and force me into traps. However, there's a reason that fortresses are generally built on high ground and not nestled neatly inside a valley. From a high vantage I picked off most of the defenders with my crossbow. Even though I was surely ridgelined they didn't notice where I was striking from until I had reduced their number by half. At that point I dropped down and finished them off with my scimitar before they regrouped.

    After that, I hunted down the Hagravens that the Forsworn were working with. I found them performing some sort of ritual on a comatose Reachman. I made camp a short distance from the fortress, and plan to return to Whiterun at dawn.




    Four Shields Tavern, Sun's Dusk 26
    Skjor passed to me a job to deal with a bandit gang hiding out near Solitude, in a place called Broken Oar Grotto. I've stopped for the night at Dragon Bridge, and will make the rest of the trip tomorrow.




    Winking Skeever, Sun's Dusk 27
    I'm not entirely sure what happened... I went to Broken Oar Grotto and cleared out the bandits there, no problem, but after I returned to Solitude I was approached by a mad beggar. He asked my to find his master in a sealed off wing of the palace, and I decided to humor him. Falk Firebeard gave me the key, and when I went in there... I don't know, it doesn't make any sense from there. But I do now have this staff: the Wabbajack. From what I've heard about this staff maybe it's for the best that my memory of how I came to find it remains nothing more than a strange dream.




    Stonehill Refuge, Sun's Dusk 29
    On my way back to Whiterun, I decided to go after a bounty placed by the Jarl of Dawnstar upon two giants known as Fleshlumpeater and Bloodbottler. They were at a giant encampment at Stonehill. The Jarl certainly isn't paying enough for this, because this camp turned out to be a massive cave system home to no fewer than a dozen of the brutes. Still, the gold and gems the monsters had collected, along with some enchanted arms that presumably used to be the property of less skilled mercenaries made the trip worthwhile.


  11. - Top - End - #131
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    I'm figuring things out for my Skyrim playthrough. It won't be for a while yet, as I'm still in the very early levels for Morrowind. Still, I'm trying to think through what I want to do.

    I'm putting together a selection of mods that I know I want to include. I know that I want to use most of EnaiSiaion's stuff--Summermyst, Ordinator, Smilodon, maaaaaybe Aurora. I'm tempted to wait until SKSE-SE releases so that I'm not stuck with SKYUI 2.2.

    As for the character himself, I've decided on a Nord Dreadnaught kind of character. I've almost always played some kind of hybrid character--light armor, some variant of magic, and a one-handed weapon. That's true of my previous Skyrim playthroughs, as well as my Oblivion, Enderal, and Morrowind playthroughs. Being a two-handed heavy-armor juggernaut will be a big change of pace.

    As far as skills go, I'm imagining him as a smith of some sort--maybe Eorlund's apprentice. He despises spells as the resort of weaklings and cowards who can't wield a bow or a greatsword. However, alchemy, smithing, and enchanting are just sensible things for people who are going out into the world. In combat, he prefers a greatsword and the heaviest armor he can carry. He'll probably do the Companions' guild, but not the Thieves' guild or the Dark Brotherhood.
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    That's pretty much how I had my two-handed character set up--spells and stealth are for cowards! (At least in combat, he wasn't above using stealth to silently pick a lock so long as there wasn't any fighting going on at the time). It does slow your levelling somewhat, though, because smithing and alchemy are really slow skills to raise.

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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Quote Originally Posted by factotum View Post
    That's pretty much how I had my two-handed character set up--spells and stealth are for cowards! (At least in combat, he wasn't above using stealth to silently pick a lock so long as there wasn't any fighting going on at the time). It does slow your levelling somewhat, though, because smithing and alchemy are really slow skills to raise.
    Smithing, maybe, but Alchemy is super easy to raise.

    Blue mountain flower + blue butterfly wing, sell resulting potion, buy training, make more expensive potions, sell, train some more or buy ingredients, repeat until satisfied. Can take only a few minutes if you do the right potions to get to 100.

    Or, sometimes there's a glitch where waterbreathing potions will sell for like 80,000 gold and instantly bring you to 60-ish skill from base.
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  14. - Top - End - #134
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Thank you! :)

    Quote Originally Posted by Balmas View Post
    So, I'm thinking of getting ESO as one of my steam summer sale presents to myself. Anyone have experience with that? Good, bad? Is it an Elder Scrolls game in its own right, or is it just an MMO with Elder Scrolls paint on?
    Speaking as someone who is currently suffering from really bad ESO burnout...
    --There are huge expansions on parts of the lore
    --The visuals are beautiful
    --We get to see parts of Tamriel we've either not seen before or have not seen in a very long time
    --The new content has been scanty as of late (yes, even including Vvardenfell. That's the first new actual landmass map the game has had in about a year).
    --Zone chat has been getting increasingly toxic
    --The game has gotten progressively more grindy since it came out
    --The Crown Store has been gradually taking over

    That said, for a new player there's plenty to do. Zenimax just has a habit of ignoring the needs of long-term players and subscribers.

    Quote Originally Posted by Lord Raziere View Post
    other than that it feels pretty TES to me. you of course start off a prisoner, and your first epic overarching quest is to get your own soul back from Molag Bal after escaping Coldharbor.
    This changes with the Morrowind 'Chapter' FYI. See below.

    Quote Originally Posted by Lord Raziere View Post
    the lore itself keeps itself accurate and cool, be do know that all of ESO is taking place during a Dragon Break, so if there are differences and contradictions then thats just apart of the thousand different timelines all flying about before they all get mashed back together.
    I remind that 'it's in a Dragon Break' is pure fan speculation.

    Quote Originally Posted by Sajiri View Post
    I got the unlock long ago so I could play any race any faction, and I forgot to change my faction during creation, then I started in Morrowind. I heard this was specific to one faction, I forget which but obviously whatever I chose. I havent gotten too far yet but am I able to go back and do the original storyline still? I never finished it and I hope I didnt lock myself out by beginning in morrowind
    If you have Morrowind, all your characters will start on a boat and get captured by slavers, then you end up on Vvardenfell regardless of Alliance. You can start the original main quest by going to the mainland, talking to the hooded figure that approaches you and completing that quest. So no you aren't locked out. :) The only thing you can't do is the new tutorial on an existing character, but there's a side quest that is sort-of equivalent for existing characters where you go to the island the tutorial takes place on and attack the slavers.

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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Quote Originally Posted by Kareeah_Indaga View Post
    If you have Morrowind, all your characters will start on a boat and get captured by slavers, then you end up on Vvardenfell regardless of Alliance. You can start the original main quest by going to the mainland, talking to the hooded figure that approaches you and completing that quest. So no you aren't locked out. :) The only thing you can't do is the new tutorial on an existing character, but there's a side quest that is sort-of equivalent for existing characters where you go to the island the tutorial takes place on and attack the slavers.
    Oh thats good to know. I want to do Morrowind story, I just wanted to finish the old one too

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    Sun's Dusk 30
    Not long after I left Stonehill, a blizzard blew in. I spent a night and a day huddled in my tent trying to keep warm, my fire barely able to counteract the chill wind. The storm has finally let up, but the day is already done, so I'll stay in camp overnight. Hopefully I'll be able to move on in the morning.




    Jorrvaskr, Evening Star 1
    I spent the most of the day settling some bounties up north. It was late by the time I reached Whiterun. Skjor met me as I entered Jorrvaskr. I took my payment and headed down to the sleeping quarters to rest.





    Dustman's Cairn, Evening Star 2
    In the morning I was informed that Skjor wanted to see me. It seems that I had impressed the Companions enough for them to make me a full member. But first I was to undergo a trial alongside one of their number. Aela would be my Shield-Sister in this. We were to explore Dustman's Cairn, on a lead that a shard of the axe "Wuuthrad" could be found here. This axe is of great importance to the Companions, as it was the axe of Ysgramor, the leader of the original companions and mythic king of Skyrim. Aela didn't seem hopeful it would be there, but as long as we saw enough action it would be a valid trial.

    We found more than Draugr here. After a trap separated us, some scoundrels emerged from the shadows to attack Aela. This particular band of brigands seems to have some beef with the Companions. At that moment Aela revealed a secret: that she is a werewolf. They didn't stand a chance. After she resumed her human form and opened the gate between us. With regards to being a werewolf she just told me to keep it quiet, and that I shouldn't know about it yet.

    There were plenty more of those brigands in our way as we explored the tombs. They didn't really slow us down much after that first trap, and soon we had gone deeper than they, with only the Draugr to stop us. The final chamber indeed held a shard of an axe. But, it was lined with sarcophagi, with another tomb in the centre. When we claimed the shard. each coffin opened in turn, and waves of powerful Draugr attacked us, with the strongest amongst them rising from the middle. And at the end of it, we still stood, surrounded by dead... dead.

    We left the cairn. By this point night had fallen, so we made camp nearby. I will admit, I'm uneasy about sleeping with a werewolf around, but I don't want to make her think I'm scared by hurrying back when we should rest.


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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Multi-effect potions are your friend. Amusingly, combining contradicting effects seems particularly valuable. Restore and Ravage Magicka for example.

    One of the best perk changes in Ordinator: reducing Experimenter to just one rank for all four effects known.
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    I need a defensive measure for ny unarned Khajiit thief. I'm thinking Illusion spells because I am too slow for any of the Light Armor maneuvers. Is there any merit to using another enchantment than Muffle on boots and hard casting it or does it not matter?

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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Quick question: have Deadly Dragons and Dragon Combat Overhaul been remade for Special edition? I'm not seeing them.
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Deadly Dragons is too tightly tied to SKSE to be possible, DCO is no longer available on the Nexus. Given that the mod author pulled it at least once before, best to assume it's dead.

    I don't believe Muffle stacks, but I maybe wrong. Runes might be the answer you need, heading to Soltheim for the Frenzy Rune, or using Frost Rune to slow the opponent's to give you more time to exit the scene.
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Quote Originally Posted by Triaxx View Post
    Deadly Dragons is too tightly tied to SKSE to be possible, DCO is no longer available on the Nexus. Given that the mod author pulled it at least once before, best to assume it's dead.

    I don't believe Muffle stacks, but I maybe wrong. Runes might be the answer you need, heading to Soltheim for the Frenzy Rune, or using Frost Rune to slow the opponent's to give you more time to exit the scene.
    Muffle is a binary effect. Its either on or its off.
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Muffle is probably also like 75% of my last few levels. I think I'm up to triple legendary illusions at this point.
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Quote Originally Posted by Keltest View Post
    Muffle is a binary effect. Its either on or its off.
    Not precisely true. Muffle (the effect) does have a magnitude. Muffle (the spell) gives 100% Muffle, but certain other effects (like the Shrouded Boots) only give 50% Muffle (making you half as loud, but not silent). If you were to wear the Shrouded Boots and another piece of armor that gave 50% Muffle (which in the base game is impossible; the only armors that give 50% Muffle are boots and the enchantment can only be placed on boots at an Enchanting Table) they would stack additively to 100% Muffle.

    In this specific case though, having Muffle boots and then casting the Muffle spell is largely pointless. A Muffle value larger than 1 has no extra effect, so you're better off just having another kind of boot and then casting muffle.
    Last edited by Rynjin; 2017-06-14 at 01:15 PM.

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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Part 11 is up! Sorry for the late release; the weekend was kind of hectic in terms of homework, so I wasn't able to record my normal Saturday buffer of videos; I'm having to actually record things and edit them on the day before the video release.


    Morning saw us waking up in Ulumussa and heading out to Pelagiad. The morning light lay heavy on the mist of the lake, but I was still able to check out the local wildlife. I'd seen the shapes in the night as we were walking and talking, but it was still a jaw-dropping sight to casually walk by mushrooms the size of trees.

    Itermerel thanked me for delivering him to Pelagiad safely. Honestly, I think he did a lot more protection of me than I did protection of him. Still, I got him here, and thanks to chatting him up on the way, he was only too glad to deliver a copy of his notes into the custody of so studious and personable a Breton as myself.

    That left me with only a few jobs in the area. I still needed to get that necromancer's engraved skull from the Andrano ancestral tomb for Gro-Mazgub, and the little pamphlet from the Tribunal temple in Balmora told me that there was a shrine I could worship at as part of a pilgrimage.

    ========

    Finding the Andrano tomb itself was easy. Even clearing out the few skeletons and ghosts inside wasn't too challenging. What was hard was finding out which bloody skull I needed was the right one. I must have traced over that tomb two or three times before nearly tripping over the skull in question.

    With that done, I pored over my map, and decided to do a little exploration. It looked like there was another road heading towards Balmora from Pelagiad; all I had to do was turn to the road southwest out of Pelagiad, instead of Northwest.

    The road took us right by the Lleran ancestral tomb. There wasn't much there besides a copy of the lessons of Vivec that I hadn't read yet, some scrolls, and a few scattered ingredients, so I just turned around and headed out again.

    ========

    However, before I could make Balmora, I came across a woman studying a tree. When I put my spear away and approached, she told me that she was looking for a shrine, but had gotten lost. Surely I, a Breton who immigrated here a week ago, knew the country well enough to serve as her guide there, right?

    Since I needed to go to the Fields of Kummu myself anyway, I readily agreed. Company would make the journey more bearable, and the 150 gold she was promising didn't hurt, either. Of course, if I'd known that she ran at about the same speed as a frozen river, I might not have been so eager to have her company. The journey took twice as long as it could have been if she could have just kept up with me, or if I could have cast Water Walk on her so that we could go across the lake instead of around it.

    Apart from the cliff racer and the nix hound that decided to jump us at the same time, though, we made it there with little trouble. She handed me my sack of dough, and started to pray. I consulted my pamphlet, and found out that it's traditional for supplicants to leave an offering of Muck. Figuring that "muck" probably didn't mean mud, I checked out the little area surrounding the farm where Vivec was supposed to have labored like an animal to help a farmer.

    The lesson was supposed to teach humility, I think. I felt lighter on placing the muck at the shrine, but still giggled walking away. Yeah, humility and Chord are not things that happen together.
    I run a Let's Play channel! Check it out!
    Currently, we're playing through New Vegas as Gabriel de la Cruz, merchant and mercenary extraordinaire!

  25. - Top - End - #145
    Titan in the Playground
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Yeah, bad case of YouTube brain there.
    I am trying out LPing. Check out my channel here: Triaxx2

  26. - Top - End - #146
    Firbolg in the Playground
     
    Balmas's Avatar

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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Youtube brain...? I'll admit I haven't heard that phrase before.
    I run a Let's Play channel! Check it out!
    Currently, we're playing through New Vegas as Gabriel de la Cruz, merchant and mercenary extraordinaire!

  27. - Top - End - #147
    Titan in the Playground
     
    Rynjin's Avatar

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    Sep 2016

    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Playing an (almost) pure Illusion and Conjuration character is hella fun with Ordinator and Apocalypse. I'm having fun hitting dudes with Pacify and then slitting their throats.

  28. - Top - End - #148
    Pixie in the Playground
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    ayooo main game, luangkan waktumu untuk asyik dengan game seruuu

  29. - Top - End - #149
    Titan in the Playground
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    I just hit up Broken Oar Grotto, and hit the pirates at the end with Frenzy. (And bloody Hargar refused to take much damage from the group, and then refused to chase me short of drastic measures.) It was definitely good fun.

    Youtube Brain is where you're concentrating so hard on providing commentary, you can look at the thing you're after two or three times and not see it. Or concentrating so hard on what you're doing you lose your narrative.
    I am trying out LPing. Check out my channel here: Triaxx2

  30. - Top - End - #150
    Barbarian in the Playground
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    Default Re: The Elder Scrolls XIII: Born Under a Certain Sign

    Quote Originally Posted by Triaxx View Post
    I just hit up Broken Oar Grotto, and hit the pirates at the end with Frenzy. (And bloody Hargar refused to take much damage from the group, and then refused to chase me short of drastic measures.) It was definitely good fun.
    While I love destruction magic, there is something special about Illusion especially when you get to master level spells coupled with quiet casting. I remember casting the master frenzy in the Falmer caves under the lighthouse between Dawnstar and Winterhold once. It cleared 3 rooms with the single casting because the tunnels were twisty and I guess the spell goes straight through walls. All that was left was usually a Charus reaper which are pretty nasty on their own, but at least I didn't have to fight multiples of them at a time.

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