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spell training

 
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mserley

External


Since: May 24, 2005
Posts: 20



(Msg. 1) Posted: Wed Jun 15, 2005 2:00 am
Post subject: spell training
Archived from groups: alt>games>daggerfall (more info?)

I was going about it just fine. Got my room rented for more than enough
time, good training spells. All of a sudden, restoration quit going up.
I've got all 6 schools as my primary and major skills. Restoration was
the lowest of the majors, and has not advanced since making 62%, even
through at least 180 or 240 casts of a tri-spell (Mys/Ill/Res) that I've
been using this whole time.

Are the major, minor and misc skills limited in how many can get so high?

I'd want to put the last school in minor then, if I wanted a fully
mastered mage. But I'd be giving up top usefulness in other things..
Like how I'm maxing running as my top minor, using the doorway to
quickly raise jumping in misc. Is 100 running very useful? *snickers*

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Nyctolops

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Since: Apr 25, 2004
Posts: 218



(Msg. 2) Posted: Wed Jun 15, 2005 5:17 pm
Post subject: Re: spell training [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Wed, 15 Jun 2005 02:00:27 -0700, mserley
<michaelserley DeleteThis @hotmail.com> wrote:

>I was going about it just fine. Got my room rented for more than enough
>time, good training spells. All of a sudden, restoration quit going up.
>I've got all 6 schools as my primary and major skills. Restoration was
>the lowest of the majors, and has not advanced since making 62%, even
>through at least 180 or 240 casts of a tri-spell (Mys/Ill/Res) that I've
>been using this whole time.
>
>Are the major, minor and misc skills limited in how many can get so high?

I don't think so. I do know that the higher you get a skill, the
harder it is to get it even higher. You might try making a 1,1,1
healing spell which will only use Restoration and practicing that.

>I'd want to put the last school in minor then, if I wanted a fully
>mastered mage. But I'd be giving up top usefulness in other things..
>Like how I'm maxing running as my top minor, using the doorway to
>quickly raise jumping in misc. Is 100 running very useful? *snickers*

I have discovered that if your speed and running skill are high
enough, you can run right over those pesky holes in the floors of the
dungeons.
--
Nyctolops

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mserley

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Since: May 24, 2005
Posts: 20



(Msg. 3) Posted: Thu Jun 16, 2005 1:20 pm
Post subject: Re: spell training [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Nyctolops wrote:
> On Wed, 15 Jun 2005 02:00:27 -0700, mserley
> <michaelserley RemoveThis @hotmail.com> wrote:
>
>
>>I was going about it just fine. Got my room rented for more than enough
>>time, good training spells. All of a sudden, restoration quit going up.
>>I've got all 6 schools as my primary and major skills. Restoration was
>>the lowest of the majors, and has not advanced since making 62%, even
>>through at least 180 or 240 casts of a tri-spell (Mys/Ill/Res) that I've
>>been using this whole time.
>>
>>Are the major, minor and misc skills limited in how many can get so high?
>
>
> I don't think so. I do know that the higher you get a skill, the
> harder it is to get it even higher. You might try making a 1,1,1
> healing spell which will only use Restoration and practicing that.
>

That's an interesting idea. I did think of that, but I didn't know if
making a triple heal would count each cast 3 times, or just once. Does
it have to be different types of heal, or can it be 3 heal healths?

Another interesting problem.. With destruction, alteration and thaum in
primary, I made a DAT training spell. q-e-q-e a bunch of times and
voila! Destruction went up every time, straight to 100. I don't remember
which off hand, but one of the others quit at 97, the other 95. Even
when I spent a good 10 minutes, whatever time between commercials,
blindly spamming q-e, they wouldn't move up. I decided there must be
some hard cap, maybe, so I quit that bit. As a bonus for that, I
discovered once illusion hit 100 (and not before, go figure!) now that
I'm only spamming my MIR spell between rests, mysticism and restoration
seem to be going up with every, or almost every, 60 cast session.

I'll try making some of those triple-single-class spells to see if
they'll do the trick on whatever else is stalled, probably after trying
just spamming the DAT and not MIR to see if it works in reverse. With
the way my skills started, I may be able to eke out 31.. (I need the
power to play without invuln cheat, because I'm physically disabled and
have both slower reactions and inability to hit more than 2 buttons at a
time.. even need both hands to properly work my track ball)
>
>>I'd want to put the last school in minor then, if I wanted a fully
>>mastered mage. But I'd be giving up top usefulness in other things..
>>Like how I'm maxing running as my top minor, using the doorway to
>>quickly raise jumping in misc. Is 100 running very useful? *snickers*
>
>
> I have discovered that if your speed and running skill are high
> enough, you can run right over those pesky holes in the floors of the
> dungeons.

That's good to know. Timing jumps can be hard. Of course, since I've
been using my room's doorway to spam jump and it's only 4 points behind
run, I could probably walk from 5 door widths away and jump over those pits.
> --
> Nyctolops
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Magnus Itland

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Since: Jan 07, 2005
Posts: 301



(Msg. 4) Posted: Fri Jun 17, 2005 7:47 pm
Post subject: Re: spell training [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Wed, 15 Jun 2005 02:00:27 -0700, mserley <michaelserley.DeleteThis@hotmail.com>
wrote:

> I was going about it just fine. Got my room rented for more than enough
> time, good training spells. All of a sudden, restoration quit going up.
> I've got all 6 schools as my primary and major skills. Restoration was
> the lowest of the majors, and has not advanced since making 62%, even
> through at least 180 or 240 casts of a tri-spell (Mys/Ill/Res) that I've
> been using this whole time.
>
> Are the major, minor and misc skills limited in how many can get so high?

None of your skills can go above 100 without magickal augmentation. Once
one of your skills reaches Mastery (which is at level 100, although I
believe it is when you would have rised to 101 if it were possible)you
should get a message that you have become "master of running" or whatever.
Your other skills will be capped at certain distances from 100 depending
on whether they are major or minor. I don't remember exactly which max
distance it is for each group, I think it is in steps of five or ten. If
one of them is already above that level, it will not go down. In order to
advance further, you need to magickally augment the skill that you
"mastered" in, for instance by wearing an amulet that raises it to 115 or
130. Then you will be able to raise the other skills to their new ceiling,
which will be 15 or 30 points higher than before. 130 should be enough to
raise all your skills to 100, if I remember correctly.

There is no limit as low as 62% though. No idea what happened there. In
Morrowind you cannot raise your skills above the guiding stat, but I'm
pretty sure this was not the case in Daggerfall.

--
"When someone starts bragging about how much debt they have, it's not a
good sign." -G
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