This is such an old post that nobody will ever read my reply, but I use lock when I'm being chased by someone/something tougher than me. I lock the door behind me and proceed to blast the door with ranged destruction spells and kill whatevers behind the door while it can't get at me!
Dumbest Spell Ever
Started by
Rune
, Aug 01 2003 01:27 AM
24 replies to this topic
#21
Posted 05 December 2011 - 09:44 PM
#22
Posted 27 December 2011 - 05:35 AM
Not only is the Lock spell handy for raising Alteration and Security Skills quickly, I have found that it is a good way to mark all of the mines, caves and tombs that I have explored. After I am done exploring a mine, cave or tomb I will lock the outer door. When I go by it again I can easily see that I have cleared it if the door is locked.
#23
Posted 27 December 2011 - 10:55 AM
As has already been pointed out, the Lock spell does indeed have it's uses - safely pelting bad guys through closed doors with area effect spells being a party favorite. 
However, when in conjunction with a several fairly popular MW mods, it could well save your virtual life.
Specifically: In the readme of Darknut's Greater Dwemer Ruins Volume 1, he recommends two additional mods for those looking for an even greater challenge - Real Wildlife 2b by Nedius, and Pursuit Enhanced v1.2.4, by Yacoby. Pursuit is particularly scary in that your foes will now follow you even through doors, portals, etc., that lead to new cells - whether by spell, picking the lock or forcing the door. This means that nasty mob of ash ghouls that's hot on your heels as you dive out the main entrance and back into the "safety" of the surrounding wasteland will charge headlong right after you!
You DID remember to hang onto those Boots of Blinding Speed, right?
Needless to say, with more "realistic" mods like these added to your game, Lock could well mean the difference between a close call and reloading a previous save.
All three mods can be found either here on the TES Nexus or with the good folks over at Planet Elder Scrolls.
However, when in conjunction with a several fairly popular MW mods, it could well save your virtual life.
Specifically: In the readme of Darknut's Greater Dwemer Ruins Volume 1, he recommends two additional mods for those looking for an even greater challenge - Real Wildlife 2b by Nedius, and Pursuit Enhanced v1.2.4, by Yacoby. Pursuit is particularly scary in that your foes will now follow you even through doors, portals, etc., that lead to new cells - whether by spell, picking the lock or forcing the door. This means that nasty mob of ash ghouls that's hot on your heels as you dive out the main entrance and back into the "safety" of the surrounding wasteland will charge headlong right after you!
You DID remember to hang onto those Boots of Blinding Speed, right?
Needless to say, with more "realistic" mods like these added to your game, Lock could well mean the difference between a close call and reloading a previous save.
All three mods can be found either here on the TES Nexus or with the good folks over at Planet Elder Scrolls.
#24
Posted 27 December 2011 - 12:19 PM
Not only is the Lock spell handy for raising Alteration and Security Skills quickly, I have found that it is a good way to mark all of the mines, caves and tombs that I have explored. After I am done exploring a mine, cave or tomb I will lock the outer door. When I go by it again I can easily see that I have cleared it if the door is locked.
I've done the exact same thing. Now, when I go through the door, I just open the map and leave a notes saying whether I've fully looted it or if I need to go back to mine it (Morrowind Crafting).
#25
Posted 14 January 2012 - 10:31 PM
The worst spell would have to be rally. Has anyone ever actually used it? Anyone who fights on your side usually never bothers to run away.
You know how if you damage some enemies enough, they start running away? Really annoying if you're a melee specialist, or indoors, right?
Just cast Rally on them. They'll come back to you, ready to die.



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