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Conjuration/Unarmored--is this feasible in the late game?
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RPGDot Forums > Morrowind - General

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Rhys
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Conjuration/Unarmored--is this feasible in the late game?
   

I decided that Rhys would be (as silly as it sounds) almost something of a medieval healer superhero, which fit well with conjuration/restoration. And I'm finding out that in the early game, the conjured armor is EXCELLENT; very great stats, zero weight, and it goes away fairly quickly, thus taking up no room in my inventory as well as adding some good bonuses (the boots add +10 speed, for example, each weapon adds +10 in its discipline, the armor pieces sometimes add +5 to all armor specialties.

The end result is rather amusing; Rhys is walking around minding his own business in plain clothes, when he is jumped by monsters... but when they were expecting pushover-Rhys, suddenly they are beset by Daedric-summoned-armor-clad-mighty-mace-wielding-ancestral-ghost-assisted Rhys, which usually works out pretty well (although if the battles last long enough for the conjured armor to go away, well... that's bad news).

I like the combination, I like the character, and so far it's done well for me (and Rhys isn't about being a combat character anyway, more a healer/alchemist that ably defends himself). But this is the early game. Eventually, do bound items look pretty pathetic in comparison? Have I set myself up for late-game vulnerability if I'm playing a character who doesn't exactly go searching for fights anyway?

-->Rhys
Post Wed May 15, 2002 12:19 am
 
yeesh
Keeper of the Gates
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Joined: 03 May 2002
Posts: 113
Location: Unofficially representing Queens
   

Hmmm. You know I haven't used bound armor items, but if their similar to the weapons they're probably pretty decent, and the (zero) weight to protection ration is unmatched. However, like any other armor I'm going to assume you need to be appropriately skilled to get the most out of it. This is partly compensated by the +skill effects, but even with 4 pieces you're only looking at a +20. If you take some time to raise/train your armor skill that part of it should work out.

I imagine I'd use the spellmaker to whip up some spells that summon a whole ensemble at once (from a few pieces to all) so that I didn't have to cast every single piece. That's fine, but it seems to me that you'll be going through quite a bit of mana for each encounter. Even 4 pieces and a weapon is 30 mana for just 60 seconds. That's cool if you're near a town, but when you're wandering the outback it could be problematic.

Of course an alchemist can make himself lotsa nice mana potions (the ingredients are a little pricey but doable). Are there any items that recover mana? That'd be a nice enchantment...
Post Wed May 15, 2002 12:52 pm
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EverythingXen
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Joined: 01 Feb 2002
Posts: 4342
   

With the construction set you can make a spell that restores 100 magicka for a 25 magicka casting cost. Net gain 75? (No, I did not import this spell. Seems a little... uh... insanely unbalanced perhaps?)

Are there any restore magicka spells in the game so you can make one of your own with the guild spellmaker? Or is it something that Bethesda (wisely) left up to doing yourself with the construction set?
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Post Wed May 15, 2002 1:04 pm
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Restore magicka is probably only used as a spell effect tied to mana potions.
Post Wed May 15, 2002 10:52 pm
 
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>However, like any other armor I'm going to assume you need to be
>appropriately skilled to get the most out of it

True enough. And it's not really clear what skill it uses. The + to all types of armor may mean it works for everyone, although so far I've been only advancing in "unarmored" -- even with the few "bound" pieces on.

Since one of my minors is marksmanship, and I can use the bound bow without armor for many battles (summon a critter to keep them engaged and then shoot from a distance) I just want to make sure that I can actually get the whole suit if needed for a short epic battle. With my middlin' Breton, I have a decent amount of magicka, so I could probably "suit up" and dish it out at least occasionally.

Incidentally, if you conjure up a pet and then miss wildly with your arrow and *hit* your pet, it *will* come and attack you. One way to really honk off your ancestral ghost, I guess.

Well, we'll see how it goes--could make for an interesting late game, but I'm putting an awful lot of faith in "oh, I'll bet the game is balanced enough that this character could do OK". We'll see!

:Rhys:
Post Thu May 16, 2002 4:56 am
 
MEck
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Oooohhh thats the type of character i am playing now... at level 8 and summoning a least bonewalker usually takes care of the nasties... I juz hide behind it or sneak up and give the monster a few punches and run away lol.

Only prob is my armour rating sucks... at 51 unarmoured skill my rating is 16.. after casting bounded helm , gauntlets and boots it goes up to 30ish at most.

The biggest prob i have is facing more then 1 enemy at a time esp in enclosed areas... I keep getting my assed kicked trying to kill the dunmers in the council club. *sigh* i may have to start training in armours juz so i dun get killed there
Post Thu May 16, 2002 7:21 am
 



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