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The (in)famous Beginner's Guide to Daggerfall b...doc
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Item powers

The aim of creating a magic item is to have it do something you need done (unless you just like seeing the swirly animation on your inventory screen). There are a variety of powers you can add to an item. Some are handier than others; some are costlier than others. The following tables list the powers that can be added and the cost in Enchantment Points (EP's). The cost in GP is ten times the EP cost. For example, an item with 1750 EP in powers would cost 17,500 GP. You may add no more than 8 powers or side effects and the total number of powers and side effects may not exceed 10. So you may give your item 8 powers and 2 side effects or 8 side effects and 2 powers (if you're truly masochistic) or something in between as long as there are no more than 10 total.

Cast When Held

When an item is created with these powers, the effect is operational as long as the item is equipped. Because the power will be continuously operational, the items tend to wear out a bit faster if they are equipped for long periods of time. Spells will be renewed automatically as the duration expires. Special care should be taken with items that enhance attributes. Extended wear of the item can actually lower the attribute after the item is unequipped. Spell duration and effects are as per the purchased spell. Comments are the spell description from the game manual plus any personal observations from my own experience in using the power.

Chameleon Form (210 EP’s): "If caster does not move, he or she is mostly camouflaged, as per an "Invisibility" spell." And the big, bad, scary monster will just wait until you move and dispel the effect. Don't bother.

Free Action (1650 EP’s): "High-level chance of curing, and creating an immunity to, paralysis for the duration of the spell." If you're not a High Elf, you really need this spell effect at some point. I've never experienced a spell failure with this one while it was active, but it has failed when cast after being paralyzed.

Invisibility (540 EP’s): "Medium-level chance of causing caster to vanish." No chance involved. You actually do vanish until you attack something or the spell expires. But each critter gets a chance to see through the illusion. This effect is more effective in an item as "Cast When Used" unless you use the Invisibility (True) effect. This is one of those effects that doesn’t automatically renew itself. If you attack something, you must unequip and reequip the item to renew the spell.

Levitate (330 EP’s): "Causes caster to become weightless and able to float in any direction for the duration of the spell." A must-have effect, especially for non-spell-casters.

Resist Cold, Resist Fire, Resist Shock (1560 EP’s): "Improves the caster's chance of resisting spells based on the <Frost/Fire/Electricity> element." Character takes half damage or no damage from attacks based on the appropriate element.

Resist Poison (1650 EP’s): "Improves the caster's chance of resisting spells based on the poison or acid elements." Again, you take half damage (failed save) or no damage (successful save) from spells based on those elements.

Slowfall (240 EP’s): "Slows the descent of the caster when falling, so little damage is taken on impact." Your path of descent is a straight line from the launch point. You cannot maneuver while slowfalling. Best to use when stepping off backwards so enemies can't get free shots at you while your nose is stuck up against the wall.

Shadow Form (150 EP’s): "Improves the caster's ability to hide in the shadows, moving invisibly in dark places." My Thief is attempting to "Hide in Shadows" in the hope that the monsters will pass him by without seeing him. Yeah, right. If you have to do this, do it with Invisibility.

Spell Absorption (1720 EP’s): "Creates a sphere around caster to disperse targeted spells, replenishing the caster's reserves." Chance of success is based on your level rather than your INT/WIL average. Functions much better with higher level PC’s.

Spell Reflection (1720 EP’s): "Creates a sphere around caster to reflect targeted spells back toward their source." This is probably the handiest power to have at higher levels. It does not appear to work with traps; only with live casters. Unfortunately, Shalidor's Mirror is not available in a "cast when held" form.

Spell Resistance (1230 EP’s): “Creates a sphere to dilute and disperse low level spells targeted at the caster.” Increases your saving throw against hostile magic.

Tongues (1590 EP’s): Casts "Comprehend Languages" "Caster can read, speak and understand other languages for the duration of the spell." Of limited utility since languages were not fully implemented in the game.

Troll’s Blood (920 EP’s): "Regenerates caster's health continuously while spell is active." Rate of regeneration is slow.

Water Breathing (170 EP’s): "Allows the caster to breathe in an underwater environment for the duration of the spell." A must-have spell effect if you're not a spell-caster. If you are a spell caster, you can probably live with out it since it’s a cheapie Alteration spell.

Water Walking (170 EP’s): “Allows the caster to walk on the surface of water for the duration of the spell." Allows you to move underwater (not on the surface) at about your normal overland movement rate rather than the swimming rate, which is based on swimming skill.

Orc Strength (1200 EP’s): "Temporarily boosts caster's Strength attribute." Boost is about 15 points.

Wisdom (1200 EP’s): "Temporarily boosts caster's Intelligence attribute." Boost is about 15 points.

Iron Will (1200 EP’s): "Temporarily boosts caster's Willpower attribute." Boost is about 15 points.

Nimbleness (1200 EP’s): "Temporarily boosts caster's Agility attribute." Boost is about 15 points.

Feet of Notorgo (1200 EP’s): "Temporarily boosts caster's Speed attribute." Boost is about 15 points.

Fortitude (1200 EP’s): "Temporarily boosts caster's Endurance attribute." Boost is about 15 points.

Charisma (1200 EP’s): "Temporarily boosts caster's Personality attribute." Boost is about 15 points.

Jack of Trades (1200 EP’s): "Temporarily boosts caster's Luck attribute." Boost is about 15 points.

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