- Oblivion Chameleon Spell Vendor Name
- Oblivion Chameleon Spell Vendor Guide
- Oblivion Chameleon Spell Vendor List
- Oblivion Chameleon Spell Vendors
- Oblivion Chameleon Spell Location
- Oblivion Spell Shops
- Oblivion Restoration Spell Vendor
- In the Dark Brotherhood Guild Hall there is a Khajit who sells spells (dont know his name), but he has a spell called Deadly Visage I believe and that will make you inviible for 30 Seconds.
- Super character. This trick requires access to Arcane University, a Chameleon spell, two rings, a necklace/amulet, any two pieces of armor (preferably a helmet and shield; you could use any armor for this, but you may want to enchant them with defensive magic later), five Grand Soul Gems with Grand Souls in them, and 8,000 gold.
- Jan 18, 2015 If you reach 100% chameleon, you stay invisible and can do amazing things like steal without having it wear off. If you enchant each piece of gear (boots, greaves, chestplate, gloves, and helmet) with 20 percent chameleon to equal 100% nothing can see.
A custom spell can then supply the remaining 5% with a 120 second duration for only 41 magicka. A long duration 100% Chameleon spell is cast by Volanaro during the Bruma Recommendation Mages Guild quest. It is possible to get the spell cast on your character, as detailed in the quest notes.
In my continuing effort to put fresh material on this blog while writing absolutely nothing of significance, I'm continuing my series on Oblivion. Keep reading below the jump to get an eyeful of information on the nature of magic in the game.Continue reading below the jump
Before we start, I should explain a bit about how magic in the game works. Anybody can cast magic, but the strength of the spells you can learn and use is determined by your skill level with each particular school of magic, which make up the magic skills in the game.
Each spell has a certain budget, if you will. Points get allocated based on whether the spell is touch range or can be shot like a missile, how strong the effect is, how long the effect will last, and whether the effect is on one target or a burst. The more points a spell uses, the costly it is to cast and the higher skill required to cast it.
With that in mind, let's discuss some of the individual schools of magic.
- Alteration
Only someone playing an unarmored mage will appreciate the shield spells, but they're never terribly effective. They don't last very long and the protection they give is marginal compared to level-appropriate armor. Plus, they can't supplement armor past a certain level, so there's no reason to use them if you're going to wear armor.
The water spells might seem useful, but they become obsolete very fast, as it's trivial to find equipment which grants you the exact same abilities. The same holds true for the lock opening spells; the skill takes so long to level that you're likely to be unable to keep up (that is, the locks you encounter will be stronger than your skill with the spell). Given that actual lockpicking is easy enough for any character to do, there's no usefulness here.
The only really helpful spell are the Feather spells, which reduce the weight of whatever gear you're currently carrying. Since this lets you cart much heavier loads out of a dungeon, it's very lucrative to invest in such spells.
- Conjuration
Since the monsters you summon can fight alongside you, they often provide, if nothing else, a second target for the monsters you fight. The strange thing is, however, that the game makes no secret of the fact that the creatures you summon are evil. If you run into one in the wild, it is a bad thing. In fact, reputable members of the mages' guild will teach you these spells, including spells to summon undead. Now, necromancy is considered a very bad thing in this place, but summoning a zombie is okay? How do you think that zombie came to be? It's just strange.
The summoned equipment is worthless. It's spread out too far over the skill level, meaning that you have to be a master of the skill before you can summon a chest piece or a helmet, but it's also only an improvement over level-appropriate gear early in the game. Add to that the fact that your own gear can be enchanted (while the summoned gear cannot) and you've got spells which have no point. It was a nice idea, anyhow.
- Destruction
![Shops Shops](https://lecrieuropeen.com/img/408889.jpg)
- Illusion
The light spell basically replicates a torch. Of course, given that most of the dungeons aren't all that dark in the first place, these are hit and miss. I've already discussed the charm spells. Invisibility is a weird one. Normal invisibility helps you escape detection, though you'll reappear if you do anything besides walk.
However, there's a different invisibility called chameleon. This is like a stealth effect; it enhances your natural stealth skill. What's game-breaking is if you get chameleon up to the maximum score. At that point, you are completely, irreversibly invisible to every NPC in the game. You can hit someone in the face with a sword and they won't so much as crack a frown at you.
- Restoration
- Mysticism
Yeah, let's talk about that last one for a second here. In order to enchant your own magic gear, you have to use these items called soul gems. Soul gems start out empty, and in order to fill them, you have to kill a creature while it has the soul-capturing spell on it. You then can use the soul of the trapped creature to make your boots glow in the dark, or whatever you want to do with them.
Now, you can't use any old soul gem to capture a person's soul. You have to use special black soul gems to do so, and the game widely acknowledges that doing such a thing is evil. Duh.
Quick note: In the game, there's a morality system. This is generally represented by points in either 'fame' or 'infamy.' You get fame points by doing good quests. You get infamy by either killing innocents or doing evil quests.
The game's morality system doesn't keep up with the gems, though. If you steal a person's soul, you don't gain infamy. If you have black soul gems on you, the mages' guild doesn't kick you out. They don't even bat an eye. Vendors who should know better will gladly buy them off of you. It's a bizarre lapse, and really creepy at times knowing that my lightning-shooting mace is powered by a troll spirit and a highway bandit's soul.Needs more javascripts
This mods adds a number of spells with familiar Illusion effects mainly geared toward levels 1-50. The primary goals of these spells are to give an illusionist the tools they require to overcome or evade almost any encounter and to make learning of this school more natural.
Oblivion Chameleon Spell Vendor Name
In short, I feel that Illusion has been significantly toned down in favor of shouts. To remedy the situation, some of the spells from the previous titleshave been brought back.
Contents
- Implementation Progress
The Scope of Illusion Spells
The primary motivation for creating these spells is to enable the player to rely primarily on Illusion magic.That does not involve nuking everything between Solitude and Riften with a meteor shower,instantly killing an enemy that is asleep,or auto-casting fire frost and lightning whenever an enemy approaches.
The school of Illusion has historically (TES) not been used to inflict physical, poison or magic damage to other creatures. That is the domain of destruction magic and alchemy. I find it unfortunate that some other mods include damage-spells under the school of Illusion. I think they draw inspiration from other games where distinctions between different schools of magic is hardlya topic at all.
On the other hand, Mysticism does provide health and stamina absorption spells, but I'm not sure as to whether I wish to implement them.I have worked around the fact that Mysticism has been cut from TES: Vby adding a requirement to certain spells that the caster must be trained in one or several additional schools before the spell will have any effect. This includes teleportation and luminosity spells (alteration), absorption spells (restoration) and reflection spells (destruction).Additionally all spells listed as Mysticism spells require the Mirror perk.
You are encouraged to check out the UESP lore page on Illusion. That page serves as general guidelines on what these spells should do. Here is a quick summary:
Illusion spells can change a target's visibility, produce or remove light, produce or remove noise, charm a creature,induce hatred in it or calm it down, enhance or remove a creature's courage, prevent a creature from seeing or moving,or allow the target to see even in total darkness.
Illusion Spells
All spells should be available for purchase with vendors that sell Illusion spells and at locationsin the game where Illusions spells occur via leveled lists (loot chests and so on). You will noticethat all entries state LL under Availability. That means what I just said. I the future, I may decide to distribute some of the spells in the world manually, but given the frailty of this approach, it's probably going to be released as an 'optional file'.
Spell | Effects | Availability | |||
---|---|---|---|---|---|
- Anticaster spells - | |||||
Pandemonium - I | 00 | 55 | 10 | Disturbing sound on target, 5-15 pts for 12 s (L 6/12) | LL |
Pandemonium - II | 25 | 155 | 10 | Disturbing sound on target, 15-35 pts for 24 s (L 13/24) | LL |
Pandemonium - III | 50 | 280 | 10 | Disturbing sound on target, 35-55 pts for 36 s (L 19/38) | LL |
Silence - I | 50 | 265 | 10 | Silence target at most 10ft away for 16 s | LL |
Silence - II | 75 | 466 | 10 | Silence target for 32 s | LL |
Silence - III | 100 | 819 | 10 | Silence target for 48 s | LL |
- Command spells - | |||||
Possess Creature - I | 25 | 152 | 10 | Command creature for 30 s (dc 45s, L 3/6) | LL |
Possess Creature - II | 50 | 255 | 10 | Command creature for 45 s (dc 68s, L 6/12, max 2 servants) | LL |
Possess Creature - III | 75 | 346 | 10 | Command creature for 60 s (dc 90s, L 9/18, max 3 servants) | LL |
Possess Creature - IV | 100 | 509 | 10 | Command creature for 80 s (dc 120s, L 13/26, max 3 servants) | LL |
Subjugate - I | 25 | 179 | 10 | Command humanoid for 30 s (dc 40s, L 3/6) | LL |
Subjugate - II | 50 | 301 | 10 | Command humanoid for 45 s (dc 60s, L 6/12, max 2 servants) | LL |
Subjugate - III | 75 | 408 | 10 | Command humanoid for 60 s (dc 80s, L 9/18, max 3 servants) | LL |
level | mana | gold | LL | ||
- Combat and Stealth spells - | |||||
Sanctuary - I | 00 | 67 | 10 | 25% chance to ignore 5-25 pts of damage from any weapon excuding bows [1] | LL |
Sanctuary - II | 25 | 125 | 10 | 25% chance to ignore 5-45 pts of damage from any weapon excluding bows. 45% chance to ignore 15-95 damage from creatures. | LL |
Sanctuary - III | 50 | 210 | 10 | 35% chance to ignore 15-75 points of damage from any weapon and 35-155 damage from creatures | LL |
Chameleon - I | 00 | 69 | 10 | Chameleon 15% for 35 s | LL |
Chameleon - II | 25 | 185 | 10 | Chameleon 30% for 45 s | LL |
Chameleon - III | 50 | 282 | 10 | Chameleon 50% for 55 s | LL |
Chameleon - IV | 75 | 361 | 10 | Chameleon 70% for 75 s | LL |
Chameleon - V | 100 | 484 | 10 | Chameleon 90% for 85 s | LL |
Hide | 50 | 162 | 10 | Invisibility for 20 s | LL |
Ghostwalk | 75 | 349 | 10 | Invisibility for 35 s (renamed invisibility spell) | LL |
Spectral Form | 100 | 715 | 10 | Invisibility for 60 s | LL |
Muffle - I | 00 | 65 | 10 | Movement noise -35%, speed -8%. Lasts 90 s [2] | LL |
Muffle - II | 25 | 110 | 10 | Movement noise -45%, speed -6%. Lasts two minutes | LL |
Muffle - III | 50 | 155 | 10 | Movement noise -55%, speed -4%. Lasts three minutes | LL |
Apparition - I | 75 | 550 | 10 | Movement noise -65%, speed -2%. Chameleon 30%. Lasts four minutes | LL |
Apparition - II | 100 | 843 | 10 | Movement noise -70%. Chameleon 70%. Lasts four minutes | LL |
level | mana | gold | LL | ||
- Mind Influence and World Perception spells - | |||||
Beacon | 00 | 66 | 10 | Creates a gravity-bound sphere of light. Radius ~1500 | LL |
Bright Flare | 25 | 136 | 10 | Creates a gravity-bound sphere of light. Radius ~3000, travels faster. | LL |
Balefire | 50 | 187 | 10 | Creates a gravity-bound sphere of light. Radius ~6000, very fast, sticks to surfaces (24 s). | LL |
Third Vision | 00 | 25 | 10 | Night-Eye on self for 82 s. Effect fades out. | LL |
Sixth Vision - I | 25 | 59 | 10 | Night-Eye on self for 123 s. Effect fades out. | LL |
Sixth Vision - II | 50 | 131 | 10 | Night-Eye on self for 185 s. Effect fades out. | LL |
Sixth Vision - III | 75 | 273 | 10 | Night-Eye on self for 227 s. Effect fades out. | LL |
Sixth Vision - IV | 100 | 533 | 10 | Night-Eye on self for 415 s. Effect but fades out. | LL |
Charm - I | 25 | 260 | 10 | Barter 5% better, boost persuasion by 15 pts | LL |
Charm - II | 50 | 480 | 10 | Barter 15% better, boost persuasion by 25 pts | LL |
Charm - III | 75 | 810 | 10 | Barter 25% better, boost persuasion by 35 pts | LL |
Charm - IV | 100 | 1246 | 10 | Barter 45% better, boost persuasion by 45 pts | LL |
Remarks
[1]: The caster of any sanctuary spell is subject to contacting a 'greivous wound disease' that will stop health regeneration until healed at an alter or with a cure disease potion. Chance to get a bleeding wound increases with number of hitstaken.
The damage reduction points (15-75, 35-155, etc) are calculated at random, i.e.not depending on the game difficulty or any other factors.
[2]: Original muffle spell (
0x43323
) is untouched, use it if you think it's any good.Mysticism Spells
Oblivion Chameleon Spell Vendor Guide
Spell | Effects | Availability | |||
---|---|---|---|---|---|
Absorb Speed - I | 45 | 118 | 10 | Slow target by 18 points, gain half of that speed (L 13/24)[1] | LL |
Absorb Speed - II | 75 | 248 | 10 | Slow target by 22 points, gain half of that speed (L 26/52) | LL |
Absorb Speed - III | 100 | 447 | 10 | Slow target by 26 points, gain half of that speed (L 26/52) | LL |
Mark | 50 | 630 | 10 | Marks a place | LL |
Recall | 50 | 255 | 10 | Teleports caster to previously placed mark[2] | LL |
Divine Intervention | 50 | 455 | 10 | Teleports caster to a close by or far away divine alter | LL |
Detect Enchantment | 45 | 270 | 10 | Sense items imbued with magic, 2000 pts for 12 s | LL |
Mirror - Sotha's | 50 | 461 | 10 | Reflect single-projectile spells for 36 s[3] | LL |
Mirror - Shalidor's | 75 | 670 | 10 | Reflect single-projectile spells for 72 s | LL |
Mirror - Llivam's | 100 | 911 | 10 | Reflect single-projectile spells for 144 s | LL |
Spelldrinker - I | 50 | 330 | 10 | Absorb 15 pts on self for 77 s. Magicka regeneration -30% | LL |
Spelldrinker - II | 75 | 442 | 10 | Absorb 22 pts on self for 111 s. Magicka regeneration -50% | LL |
Spelldrinker - III | 100 | 547 | 10 | Absorb 30 pts on self for 188 s. Magicka regeneration -70% | LL |
Remarks
[1]: If a target is affected by Absorb Speed, re-casting it will result in a 'Actor resisted spell' notification and no effects will be applied.Casting the spell on several targets will slow them all, and affect only one speed bonus for all targets. If the spell exhibits different behaviour then it is a bug.
[2]: If you use Recall to alleviate the tediousness of some fetch quests, the outcome may not always be optimal because some quests pose objectives that requireactivation of specific doors before the quest advances to the next objective orstage (e.g The Way of the Voice). I have no intention of working around this issue.
[3]: Casting Mirror the first time (after installing an additionalspell plugin or DLC) will produce a message box. It should not appear again once the process of sorting supported spells is completed. With Skyrim alone (188 single-projectile spells), the initialization takes about 15 secondson my computer.If enough people complain about this, I might make the init-routine run when the mod is installed instead of when the spell is used.
The Perk Tree
Some changes were necessary to the Illusion tree, because:
- it was entirely ineffective against some enemies
- difficult to level naturally (without grinding or exploiting some mechanism)
- melee combat and destruction are far more powerful
The last point is not entirely true at early levels, but I think it's a valid claim for levels above 20.
It became increasingly annoying after several play-throughs that Illusion could not be used effectively to deal with all enemies.That holds for any definition of effective which involves fun and not just watching NPCs hack at each other.Destruction, bows, hammers, etc. became much more powerful (much sooner) in dealing with enemies.Effectively rendering Illusion spells pointless and boring at best.By the time I could unlock Quiet Casting or Master Mind, other skills were so dominant, that even spending those perk points was more of a role-playing decision than a practical advantage.
The approach to the solution is simple;
- make Illusion even more powerful early
- introduce tools that remain effective and fun beyond level 50
- deal with Dwemer machines
Dragons remain a problem for an Illusionst.I think that is fair because they have been around for some time and are difficult to trick.Although I do think it should be possible to pacify them after gaining some recognition as their peeror when you master more shouts than they do.
Details about perks
mnemonic | meaning |
---|---|
NN | minimum level to unlock perk |
Perk name | in-game title of a perk in the Skills menu |
[old name] | perk names remain the same |
{KK,MM} | adds KK levels to magnitude. adds MM levels to magnitude for vanilla spells (e.g. Possess Creature works on level 3+KK enemies) |
* | new perk |
!x.yy | means not implemented in version x.yy or any other version |
Implementation Progress
List of all spells and their status
Progress | Effect | Spell | Skill Requirements |
---|---|---|---|
0 | Absorb <attribute> | Illusion 45, | |
0 | Absorb <skill> | Illusion 45, | |
0 | Absorb health | Illusion 45, Alteration 25 | |
0 | Absorb magicka | Illusion 45, Alteration 25 | |
0 | Absorb stamina | Illusion 45, Alteration 25 | |
0 | Blind | ||
0 | Detect Animal | ||
0 | Dispel | ||
0 | Paralyze | ||
2 | Spell Absorption | Spelldrinker | Illusion 45, Alteration 35, Restoration 35 |
1 | Spell Reflection | Mirrors of Sotha, Shalidor, Llivam | Illusion 45, Alteration 35, Destruction 35 |
1 | Command Creature | Possess Creature | |
1 | Command Humanoid | Subjugate | |
1 | Detect Enchantment | Detect Enchantment | |
1 | Sound | Pandemonium | |
1, | Absorb speed | Absorb Speed | Illusion 45, Alteration 20 |
1. | Chameleon | Chameleon | |
1. | Silence | Silence | |
2 | Divine Intervention | Divine Intervention | Illusion 45 |
2 | Invisibility | Hide, Ghostwalk, Spectral Form | |
2 | Mark & Recall | Mark, Recall | Illusion 45, Alteration 35 |
2 | Night-Eye | Third, Sixth Visions | Alteration 10, 15, 20 |
2, | Sanctuary | Sanctuary | |
2. | Charm | Charm I-V | |
2. | Light | Beacon, Bright Flare, Balefire | Alteration 10, 17, 23 |
Minor Problems
Light spells: Balefire will sometimes leave behind the light object. This happens when cast on an actor and can be cleared up by re-casting the spell on an actor.
Chameleon: Changes game settings in a way that is not persistent across saves.That is, if you save and quit, values will be reset to vanilla levels (or default levels of a mod that changes them). Google chrome mac os x 10.4 11. The affected game settings are given below, read the comments in
tox_iam_chameleon_QuestScript.psc
for more info.Mods that change these game settings are supported with the global
_tox_chameleon_reset
:- Wait for chameleon spell to wear off, if cast
- Next, set <the global> to 1 and save
- Finally, install the new sneak or stealth mod and load
- - -
Next there is the minor issue of light and shadows showing through the PCs hands in 1 st person,I don't really mind that.
Charm: The effects are ubiquitous; everyone gives better prices after castingthis spell on anyone.
Reflect: There is seemingly no way to intercept an incoming spell. As such spells cannot really be reflected, only detected on impact and cast back. Nevertheless, in essence, I think the effect comes close enough to the original. A more serious issue is that papyrus gets overwhelmed and dumps the stack when there are many incoming spells. In practice this means that some spells will not be cast back when they should be. This happenswhen fighting groups of 5-7 or more mages.
Mark: The marker may remain once for every room where the spell is used.
Frequently asked (or anticipated) questions
Spell Ideas
- taunt (force spell casters and archers to charge)
- Shadow Weave
- Chameleon 20 pts for 10 s on Self
- Sanctuary 20 pts for 10 s on Self
TODO
Magick effects from Oblivion and Morrowind
Some of the magic effects I have missed are listed below. The descriptionsare based on the UESP wiki, with minor changes where needed. I put together this list mainly for my own sake while deciding which spells to include. Use it for reference or not at all. The list of Morrowind character attributes is relevant to the various absorbption spells.
UESP Links
Morrowind:Mysticism
Morrowind:Mysticism_Spells
Morrowind:Illusion
Morrowind:Illusion_Spells
Oblivion:Mysticism
Oblivion:Illusion
Oblivion:Spells#Illusion
Oblivion:Spells#Mysticism
Oblivion:List_of_Spells_by_Effect
Morrowind:Mysticism_Spells
Morrowind:Illusion
Morrowind:Illusion_Spells
Oblivion:Mysticism
Oblivion:Illusion
Oblivion:Spells#Illusion
Oblivion:Spells#Mysticism
Oblivion:List_of_Spells_by_Effect
Oblivion, Illusion
- Chameleon M% for D seconds
- The percentage M refers to how well you're hidden. Chameleon actually reduces the range at which you can be detected, rather than the chance of you remaining unnoticed.
- Visually, Chameleon will make an actor slowly become more transparent as M increases, vanishing completely at 100%.
- Charm M points for D seconds
- Charm increases the disposition of the target by M points for D seconds.
- buy and sell goods at more reasonable prices.
- target willing to provide the caster with information, and more easy to persuade
- Command Creature up to level L for D seconds.
- Undead are affected by this attack.
- Command Humanoid up to level L for D seconds.
- Chance of lowering disposition
- Invisibility for D seconds
- Add options at lower levels, if at all (there are some invisibility spells on nexus already)
- Light M feet for D seconds
- makes a region uniformly bright up to a distance M from the target
- Night-Eye for D seconds
- makes everything appear blue, and therefore makes it more difficult to pick out items and more difficult to recognize dark corners to sneak in
- Paralyze for D seconds
- Paralyze immobilizes the target for D seconds. (maybe add close-range, on-touch, short duration options)
- Silence for D seconds
- The bane of all spellcasters. You cannot cast spells while silenced. It is still possible to use potions, staves, and scrolls.
Morrowind, Illusion
- Blind M% for D seconds
- Causes the target's vision to be obscured, making it harder for them to see. The Magnitude is the degree of blindness. At 100%, they will be completely unable to see anything. If you attack a blinded opponent, they may attempt to flee.
- Could be difficult to implement properly (trespassing, stealing, reporting crime. missing attacks in combat should be easy.)
- Sound M points for D seconds
- Creates a distracting noise in the mind of the target, decreasing their chance of successfully casting spells by M%.
Oblivion Chameleon Spell Vendor List
- Sanctuary M points for D seconds
- Causes the target to be harder to hit by physical attacks. The magnitude is the value that is added to the the target's chance to dodge attacks. (Magical attacks are unaffected.)
Morrowind, Mysticism
Oblivion Chameleon Spell Vendors
- Absorb <Attribute> M points for D seconds
- Gives the caster M points of one of the target's atributes, temporarily.
- When the spell expires, both attributes return to their previous values.
- The effects are not cumulative,
- Absorb {Fatigue,Health,Magicka} M points for D seconds
- Transfers {F,H,M} from the target to the caster.
- The caster may not exceed their own natural maximum {F,H,M} value,
- Even if the caster is at full {F,H,M}, draining effect will continue.
- Detect Animal M feet for D seconds
- The Magnitude is the maximum range of detection (for all detect x spells)
- Causes you to detect all living creatures in the vicinity.
- Detect Enchantment M feet for D seconds
- Causes you to detect all enchanted items in the vicinity, whether out in the open, inside containers, or carried/worn by NPCs.
Oblivion Chameleon Spell Location
- Detect Key M feet for D seconds.
- Causes you to detect all keys in the vicinity, whether out in the open, inside containers, or carried by NPCs.
- Dispel M%
- Cancels all temporary magic effects on the target (effects from abilities, potions, Constant Effect items, and diseases are all unaffected). This can be used either to remove an enemy's defenses, or to remove negative effects from yourself or your allies. Note that in either case, it will remove both good and bad effects. The magnitude determines the chance an effect is removed. Dispel 100% will always cleanse all the temporary effects on the target.
- Divine Intervention
- Transports you instantly to the nearest (Imperial Cult) shrine
Oblivion Spell Shops
- Mark & Recall
- Teleport back to marked location after casting recall
- Spell Absorption M points for D seconds
- Gives a M% chance that incoming spells will be absorbed, and their casting cost will be used to restore the subject's Magicka pool instead of taking effect. Spells that are not absorbed will behave normally, doing their full effect.
- Reflect M% for D seconds
- Gives a M% chance that incoming hostile spells will be reflected back at their caster. Spells that are not reflected will behave normally, doing their full effect.
Morrowind, character attributes
- Agility
- Block, Light Armor, Marksman, and Sneak.
- It affects: hit chance, anti-stagger, max stamina, sneak, security, acrobatics, block
- Endurance
- Heavy Armor, Medium Armor, and Spear.
- It affects: max hp, max stamina
- Intelligence
- Alchemy, Conjuration, Enchant, and Security. If affects: max magicka
Oblivion Restoration Spell Vendor
- Luck
- Luck affects everything in a small way, from attacking, successfully enchanting an item.
- Luck is very important for mages, because it increases the chance to successfully cast spells.
- Luck, however, has no effect on the quality or quantity of random loot that you find.
- All characters start out with 40 points in Luck (50 custom class)
- Personality
- Illusion, Mercantile, and Speechcraft.
- It affects: disposition with NPCs - every two points of Personality adds one point to Disposition.
- ability to persuade people by any means.
- ability to bargain, in tandem with the Mercantile skill.
- Speed
- Athletics, Hand-to-hand, Short Blade and Unarmored.
- It affects: How fast you move in the game world.
- Strength
- Acrobatics, Armorer, Axe, Blunt Weapon, and Long Blade.
- It affects: damage with weapons, including Marksman weapons, and damage to own weapons
- carrying capacity. Your encumbrance is always 5 times your Strength. This, affects speed and jump height.
- Your starting Health and Fatigue.
- Willpower
- Alteration, Destruction, Mysticism, and Restoration.
- It affects: ability to successfully cast spells of any School.
- ability to innately resist Paralyze and Silence magic.
- Your maximum Fatigue.
Morrowind, derived character attributes
- Fatigue
- A character's maximum fatigue is the sum of their
- Strength, Willpower, Agility, and Endurance.
- Fatigue plays a part in many actions, so the lower a character's
- Fatigue gets, the more difficult it becomes to fight, cast spells or do anything else effectively.
- Acrobatics
- enables one to jump long distances and to avoid damage when falling from great heights