![]() ![]() As for the lowered cost of spells, that will be discussed further in just a bit. However the enchantment values of the glass pieces are too low. I was planning on create a 'super-suit' with different constant effect such as Fortify Speed, Fortify Agility, Sanctuary, Fortify Strenght, Night Eye and Restore Health. ![]() ![]() As such, magicka expended on failed spellcasts is now rebated over time (Willpower determines the speed). I have a full set of Glass armor, a spell for Summon Gold Saint and plenty of Grand Soul gems. such as casting a spell that costs half your maximum magicka and has a failure rate to match. One of the overarching themes of this mod is the minimization of "pass/fail" dice-rolls, which tends to invite save-scumming in high-stakes cases. Spell costs in the original game were simply too high for the magicka pools of anyone who didn't choose the one race and/or birthsign that provided any worthwhile boost whatsoever, as well as the fact that success probability is lowered by higher costs - and it's really not all that great to start off with. In Morrowind, when an item is enchanted, there are three options - Cast when used (puts a spell in your spell list when you have the item in your inventory), Cast on strike (for weapons, cast when the weapon strikes a target), and Constant effect (gives a permanent magical effect when the item is equipped on the character). Perhaps the biggest failing of Morrowind's spellcasting system is that even the most powerful mages only ever had enough magicka to cast their best spells once or twice before they were completely tapped out, and more often than not had a pretty significant chance of failing them altogether. ![]()
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