wolron Posted October 17, 2003 Share Posted October 17, 2003 Background: I am a 37th level Nord Knight. Until I reached about 10th level, I would get into deep do-do and use these spells to pull my bacon out of the fire. However, since then I have not had any severe difficulties in staying alive. My thought was that these spells are no longer worth much. However, I am a collector. It really hurts to leave a dungeon without taking everything with me. That includes the rather worthless things like common shirts, empty bottles, etc. I solved this problem temporarily by getting the Pack Guar module. Unfortunately, the pack Guar is rather difficult to take places that are far away. He is not allowed on any of the transportation systems. Now that I am in the part of the game where most of my quests are a long ways off, my Pack Guar (Ralph) stays at home most of the time. And, of course, I end up leaving a lot of really good stuff in dungeons. But I have a new solution that I would like to get some comments on. Either comments to point out problems with it, or comments to give me a better solution. I enter a dungeon and clear it out of all living threats. I go around and collect all the "stuff" and place it by the entrance. Then I pick up all 3000 {pounds?} of it and use the Devine Intervention spell to take me to the nearest Imperial Cult location. Then I set it all down and hunt up vendors to sell it off to, or find some way to take it back to my home in Balmora. Usually there are only a few unique or particularly expensive items to get back to Balmora, but I imagine that will be a problem later as the expensive items o become the typical items found. Then I might consider having a base very near (or maybe even in) each of the Imperial Cult locations. Then I could simply have several collections (it is four locations isn't it???). I know that I am somewhat fanatical in wanting to clear every dungeon of everything, but hey, a game where you are not challenged to stay alive has to have some challenge! [by the way, does it get more dangerous later???] Link to comment Share on other sites More sharing options...
Charon Posted October 17, 2003 Share Posted October 17, 2003 :huh: Picking up all the rubbish? Common clothes, armor and weapons that cost less than weights? Bottles? Man, you're fanatic indeed :D Usually I pick up only things that cost more than 8-10 times their weight. And that's with 600 points of encumbrance (120 Strength). Without any loot "empty" I already have around 300 point used by my weapon and armor + small things like soul gems and so on. In case I find really good and really heavy stuff I do almost like you said - make a huge pile of it, pick it up but then I use a recall amulet which takes me directly to my merchant of choise: Creeper! :P All the cheap things I sell to different merchants in Caldera, expencive stuff is for my lovely Creeper :) You can use the same trick with Mudcrab - mark him and recall when you have full pockets ;) I hope it helped Link to comment Share on other sites More sharing options...
wolron Posted October 17, 2003 Author Share Posted October 17, 2003 Ah Yes, Mark and Recall. That does sound better. I have never used them, but I try to find the spells and use them. For me, the mark will probably be my home in Balmora. As you say, the cheap stuff can be sold to local vendors, and I never want to sell the good stuff anyway. The Council Club (my home) looks like a flea market that has no buyers! Link to comment Share on other sites More sharing options...
ThetaOrionis01 Posted October 17, 2003 Share Posted October 17, 2003 wolron.....do I detect hints of a 'keep Vvardenfell tidy' campaign? :lol: Link to comment Share on other sites More sharing options...
wolron Posted October 22, 2003 Author Share Posted October 22, 2003 Tidy is good, sloppy is bad. That is my motto. I have nearly 200,000 (drakes, septims, whatever) and still enjoy selling those common shoes for another coin. By the way, when you collect 12 of something that is only worth 1 coin, and sell them at the same time for a paltry 4 or 5 coins, you are wasting gold. Selling them one at a time will always get you 12 gold!!! Another motto: waste not, want not!!! Link to comment Share on other sites More sharing options...
Nyro Posted January 10, 2004 Share Posted January 10, 2004 How exactly do Mark, Recall and Almsi Intervention work? I know divine brings you to nearest imperial cult, what do the others do? Link to comment Share on other sites More sharing options...
Magatsu Posted January 10, 2004 Share Posted January 10, 2004 The pack rat is much better its damn fast and follows me anywhere! even in red mountain it kept up. Cant you buy several of them and place them strategically around? -----------------Almsivi intervention takes you too nearest Temple i think.Mark "marks" a point in the world while used. Recall takes you directly to the location of witch you used the mark spell. Its a one way ticket though, so you cant go back to the place you recalled from... Link to comment Share on other sites More sharing options...
Pack Rat Posted January 10, 2004 Share Posted January 10, 2004 I find it hard to believe that the rat, not me, followed you up to Red Mountain.Because I cant get the rats transported to morrowind. They always stay behind in Mournhold... Unless you are using a mod... Link to comment Share on other sites More sharing options...
cmac Posted January 10, 2004 Share Posted January 10, 2004 Yes, pack rats that you bought from the Breton in the Bazaar will not follow you back to Vvardenfell, nor will Calvus Horatius. Link to comment Share on other sites More sharing options...
Emry Posted January 10, 2004 Share Posted January 10, 2004 Nyro - To answer your question Divine Intervention drops you off at the nearest Imperial Cult Shrine, Almsivi Intervention drops you off at the nearest temple. Mark and recall are a combo set of spells/amulets/etc. Mark sets a beacon anywhere in the world. Recall brings you back to the place you marked. Sort of like the old Lloyd's Beacon spell in the Might & Magic games. Downfall of the Mark/Recall is that it only stores one recall-able location. However, I believe that there is a mod that can increase the number of mark/recall locations you can use at one time. (I've never used it) Link to comment Share on other sites More sharing options...
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