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Maximum of Magica


_Skywalker_

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I have a problem here.

Finaly I understood principles of character creation.

 

And i baffled :blink:

 

There are 2 magica points for 1 intelligence point.

And masx Intel. is 100.

So if i use Breton race and Mage Sign i'll have 300 magica points maximum (without using potions, rings etc.).

Is it true?

 

I thought there must be at least 400 - 500 to be a powerful mage. 300 is too little :confused: .

Am i right or there are ways to increase magica without using additional stuff and cheats???

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nope... only mods, enchantments and spells like fortify int... but there are a few instances where you can permanently get your int higher than 100... that shivering isles fellmore drug initiation quest for example (int gets lowered while your high, then lvl getting 10 levels in any low lvl int skill and voila 105 int...)
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Also (if you were not aware), spells cost less and less magicka to cast the higher your level in the spell's skill. Really, 300 magicka is plenty (especially if you have maxed Willpower as well).

:)

 

Spoiler tip below (if you want it):

 

If you have low magicka and need to train a school of magic, having access to a spell creation altar (via Mages Guild membership or a mod) really helps. You can create a cast anywhere (on Self) trainer spell for each casting skill, costing 3 magicka per cast.

 

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For the most part, the magic system wasn't built for anything other than the standard game. And even then, it was intended that people use other things, like staffs, scrolls, potions, and other magic effects in order to really do anything. Afterall, what is the point of playing if you just have to lob a single fireball something to kill it. Or spend your time throwing 20. Warriors aren't necessarily in a better place, they are limited by what equipment they can get, their fatigue, and usually end up taking damage every time they fight.

 

The reality is that eventually you need to use more creative means of fighting. There are more ways to get a job done than just flat out damage spells. Don't discount effects like absorb magicka, fortify, elemental shields, damage over time spells, charm, calm, ect. You'd be suprised how quickly a difficult fight can change by combining chamelion, some sneaking skill, and a 100 point charm for 30 seconds on target. It isn't the maximum amount of magic which is important, but how well you can use it.

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and a 100 point charm for 30 seconds on target.

And how expensive would that be?

 

Always have Invisibility spells, that way just incase your about to lose you can get far enough away to heal and then blast them to death with fireballs.

Damn bears... (When they go all out on you, constantly staggering you against a wall...)

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depending on which lvl you advance in the mages guild you get that "wizards fury" spell which is much better than flare and only costs around 50 mp depending on your destruc skill

these dominate spells really are overkill imo... you dont even need to fight anymore lol, just get at least 2 mobs to attack you and turn one on your side hehe... or if it is just one, dominate him and run off...

 

for a spellsword: get a descent and fast weapon, put a damage spell on 2 and a heal spell on 1, maybe even a summon on 3 and let loose... npcs and mobs usually attack your summon instead of you and you can blast em with whatever magic you like... paralyze is quite good too... or frenzy and then jump on a rock

 

always have some pots in reserve tho...

 

also if youre a breton as most mages are, get up your endurance asap... just wear heavy armor and use some repair hammers and it should be up in no time while you lvl destruction and restoration or somin like that...

 

the difficulty slider is quite useful too lol... around 60% to the right it becomes quite a struggle as you start to do like no damage anymore, but at 50% is quite easy if you use your spells wisely... anything above 70% should only be tried by the most deadly kind of adventurer...

poison using stealth killers (6x times damage for 1st attack + somin round 7 dmg for 30 secs - then a weakness to poison spell maybe paired with some moderate damage or paralyze)

 

making spells that suit your style of playing is one of the fun aspects of the game imo

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One thing to have in mind is: magic driven chars must relies in Intelligence AND willpower. Spells are directly related to skills and attributes. Illusion even uses Personality as driver. The point is fighters will never be good mages even if you give then high Magicka. Why? lack of intelligence and/or willpower, low magic skills. These are the factors that affects magicka cost. Is Better you having 300 magicka and cast a spell costing 100 magicka points than having 600 and casting the same one for 300.

 

But you can even try Intelligence overhaul and Legendary mastery mods. All my "Antamages" get easy 500+ magicka at levels as 25/30... and even makes up for fearful pure blades when need.

 

Another thing, Magic driven characters "need" have Magic as his main trait, forget Combat or stealth if planing such personage. This is paramount.

 

Besides, willpower plays a very important role in magic defense. Elves are wise if invest in it. Personality is wonderful NPC mouth opener (some quests will never show up to rude ones, albeit vanilla bribes are sickly implemented).

 

PS: if you plan making a Magic driven char, try the Afinity sword mod (shameful self advertisement here :blush: ), indeed it is a good weapon for fighters too and just get the better of stealth ones... well, each one type get something different of it but all enjoys its features someway. The point is if using those enhanced monsters mods, this may, can and will save 'your' life several times, without killing the challenge and fun.

 

PS2: Just curious about the first that will discover and report Afinity's not documented secret :)

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