![]() And that idea was the Poisons with Positive Effects.īasically, by striking at an enemy with a poisoned Ghostblade, we can heal their Stamina and Health, give them resistance to the elements and magic and Fortify their Health. But there are two things which really make it more interesting at this level, and these are Alchemy and Runes.Īlchemy: We hit the jackpot here guys, by expanding on a method of combat that's been used to enhance Familiars for ages, only this time we brought it to our enemies themselves. Assassin, fights in close combat if needed, uses Frenzy a lot. Honestly, combat works more or less the same here. Get in close so they'll pull out their melee weapon (dagger usually) and then finish them with a Sword. They make poor Fury targets though, so I wouldn't bother. They'll be taken down easily by a Warrior, and won't be able to do that much to a Mage. Storm/Shock Mages are in the middle, they suck your Magicka so they can stop your Fury spells from being successful.Īrchers: Bah, easy. Frost Mages are probably the most dangerous but with careful positioning. Fire Mages won't be doing all that much to you, so simply charge at them and release a few swings. Generally they'd be the first to fall to an enraged warrior, but they also make an excellent target for Fury, mostly because they'll be attacked by everyone (Make sure you aren't detected though, many use Wards which block Fury). Mages: Are pretty much the easiest, or the hardest depending on what element they use. If for whatever reason they're your last target, then they're generally pretty easy to engage with Sword + Flames (assuming you were detected), use Flames to deal a little damage while chipping away with a sword. Warriors: Warriors will generally be the first target for Fury, they generally soak up more damage than Mages or Archers. Because of this, we'll mainly be taking a gameplay path that plays much like an Assassin, using Fury on groups of enemies and then either assassinating the last target or moving in with Sword + Flames. We don't have the powerful poisons and potions of the later levels and our only real spells are Flames and Fury. The use of the Aetherial Crown, means we can continue to use the Serpent Power by unequipping the Crown and then equipping it again.ĭuring the early levels of the build, fighting is at it's toughest. The Serpent Stone is a much more interesting choice, because it provides us with a decent Poison attack and a short Paralysis all as a ranged attack. The Shadow Stone works wonders for a quick Invisibility option, without making the build too overpowered, a once a day shot with it is all you need to get out of a tricky situation. Stone: Shadow and Serpent (Aetherial Crown) Fast Healing is purely for a quick hit when we're low on potions. Muffle is mostly used when our Sneak is around 50, but can be useful late game as well. But Fury/Frenzy is the main spell we'll be using to spread chaos through enemy ranks. Spells: Flames, Fire Rune, Lightning Rune, Frost Rune, Poison Rune, Fast Healing, Fury, Frenzy, Courage (?) and MuffleĪs you can see Runes make up a large part of our late game arsenal with Poison Rune being the most used. Restoration and Destruction are definitely side skills but add a new form of combat to the character. The first two main skills, Sneak and Illusion are ridiculously easy to raise and the third, Alchemy should level fairly naturally with you. Skills: Alchemy, Sneak, Illusion, Restoration and Destruction (One-Handed unperked) This is where I journey.ĭunmer is the best choice for anyone concerned with the Backstory and Roleplay, but Altmer is slightly better in terms of gameplay because of the +10 to Illusion, +50 to Magicka and Fury. Our wise women alone are honored and credited for having the ‘True Vision’- and it is through this that our tribe has sensed an awakening of ancient evil that must be quelled. Many wayward Dunmer have come to us for wisdom, for guidance, from some of the greatest of our ancestors Boethiah, Mephala, and Azura. By its teachings we live- turning away outsiders and journeying from our home only when it is asked of us by the Vale itself. Never would we abandon the practice of ancestral worship, for it is the combined spirits of our female forebears, mothers and grandmothers from times before the great pilgrimage, that make up the Ghost Snake. My tribe, the Mabrigash, found it in the Vale of the Ghost Snake. Those of the newly birthed - and deeply misguided - Great Houses, left Saint Veloth’s teachings behind while we, the committed and the devout, wandered in search of belonging. It was a time of change, of reckoning- a time when we, the Ashlanders, first became. The fall of High Velothi Culture heralded a new age for the Dunmer people.
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