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"Maybe this time" [NO-RELOAD THREAD]: "The Tale of TEN THOUSAND Trials"

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Comments

  • semiticgodsemiticgod Member, Moderator Posts: 13,525
    I've considered a few other games for no-reload purposes, mostly relating to games I've enjoyed in the past:

    Skyrim (preferably heavily modded)
    Bioshock
    Dragon Warrior Monsters 1 (no grinding or low-grinding, to keep things interesting)
    Paper Mario
    Undertale

    Dragon Warrior Monsters 1 is probably the game that readers are least likely to have played, but it's actually the most interesting from a no-reload perspective because luck plays a very large role, improvising is important, and avoiding death requires game knowledge and advance planning. For those who aren't familiar with the game, it's a bit like Pokemon, but more complex and focused on designing monsters than grinding levels.

    RVNS
  • RVNSRVNS Member Posts: 279
    I love paper Mario! Dragon warrior monsters is always good stuff from what I hear. Skyrim I agree needs mods to really work...otherwise I consider it a bit of a cakewalk really. I have never really felt all that much in danger playing skyrim unmodded

    semiticgod
  • semiticgodsemiticgod Member, Moderator Posts: 13,525

    Frost: No-Reload Oblivion Run with Oscuro's Oblivion Overhaul

    Part 3

    Back to the Imperial Prison! This time, I don't plan on using the duplication glitch to speed things up. Instead, we're going to seek out resources by robbing the Mages Guild. Once you join, various items--especially valuable alchemical equipment--in each guild hall are free for you to take. Oscuro's Oblivion Overhaul sets many of the items to be someone else's property, so you can't just take everything, but OOO also adds lots of expensive clothes to armoires and drawers, which we can also take. When things get too heavy, we drop a stack of items and use Z to hold them in midair, which doesn't affect our encumbrance.



    This gets us a lot of money with little risk and little time and effort. We set up our previous character build, a low-equipped, low-level, magic-oriented build with the Staff of the Everscamp and negative Willpower to set base fatigue to 1. With a custom 100-point Fortify Fatigue effect, we can deal 101 times as much damage with every arrow.

    Our defenses are still pretty terrible, though. One of OOO's very nasty imps--which has a constant effect Chameleon ability to make its already-small form even harder to hit!--launches a devastating area-effect cold spell that wipes out our scamps and takes away almost half of Frost's Health.


    See that little bit of light next to the target symbol in the middle of the screen? That's the imp's spell. The imp itself is the invisible light distortion behind that bit of light.

    It's almost impossible to hit a small, moving, 90% invisible target, but when I finally nail him, the imp goes down in a single shot.

    Other enemies are easier to deal with. Bandits are easy to hit and also die to a single shot. But when I run into a high-end zombie in an Ayleid ruin, it takes multiple shots to bring it down. It almost kills me in a single hit, but the sheer damage of the bow deals enough knockback to keep it at a safe distance until Frost fires the final arrow.



    I think it's called a Zombie Guardian or something. I don't know why it has that faint green glow.

    I have no interest in fighting high-end optional critters with no clear loot reward, and I have much less interest in fighting zombies, so I immediately leave and gather ingredients to make some better defensive and healing potions.

    It's time to deal with the main quest. Here's the plot of Oblivion in a nutshell:

    Mehrunes Dagon is the god (Daedric Prince) of destruction. He wants to destroy the planet for giggles, but he has a problem: there's a barrier between his dimension and ours, so he can't reach us.

    However, that barrier isn't permanent. In order to maintain it, each new Emperor, upon taking the throne, has to use the Amulet of Kings to light a set of fires in the Imperial City called the Dragonfires. So what does Dagon do?

    First, he assassinates the Emperor and his sons. There is no heir to the throne, so the Dragonfires can't be re-lit and the barrier can't be maintained. What do we do about this?

    Well, Frost was around when the Emperor was slain, and the Emperor, seeing a bit of the future and realizing he was doomed, gave us the Amulet of Kings and told us to take it to Jauffre, a former secret agent and personal guard to the Emperor. Why Jauffre?

    Jauffre knows that the Emperor has an illegitimate son named Martin. With all the other heirs to the throne now dead, Martin is the only one who can light the Dragonfires and maintain the barrier. All we have to do is grab Martin, currently in the city of Kvatch, and have him travel to the Imperial City and restore that barrier.

    Little problem. Something doesn't look quite right about Kvatch. We've got a camp of refugees outside the city. And as we climb the hill to the city itself, the weather...


    ...seems a little bit...


    ...off.


    Apparently Dagon has already pierced the barrier and opened a gate to Oblivion, flooding the city with daedra in a desperate attempt to kill Martin, the only one who can light the Dragonfires and stop him.

    With a massive Oblivion gate blocking the way inside the city, we have to go into Dagon's own plane and shut it down. Oblivion is a horrific place, a blasted wasteland of fire and brimstone in a massive sea of lava. Daedra roam the land, the plantlife itself is hostile, there are land mines everywhere, which we have to detonate from a safe distance...


    ...and there are dead bodies everywhere, stapled to walls, hanging from ceilings, or apparently crushed to a fine paste by one of the place's elaborate machines, colorfully called a Corpse Masher.


    This Oblivion gate is sustained by a Sigil Stone at the top of the tower in the middle of the island. We need to seize that little fiery rock to force the gate to collapse. But the tower is guarded by dremora guards and daedric critters.

    But we have fatigue boosting on our side. Every time a dremora comes to give us trouble, I cast our Fortify Fatigue spell and shoot him with an arrow so powerful it blasts him clear off the ground.


    That's one of the most fun things about fatigue boosting. It doesn't just multiply your damage by crazy values; the killing blow knocks the victim off their feet! It's very satisfying.

    With fatigue boosting, none of the enemies here last long enough to threaten us. As long as we make sure not to get speared by a trap...


    ...we can nab some really excellent loot, take the Sigil Stone, and scram.


    The Oblivion gate collapses, we fight our way through some more daedra, and reach the chapel where Martin has been hiding with his fellow siege victims. First, though, I help the guards and some Imperial Legion scouts who noticed the fires break into Castle Kvatch, which nets me a lot of useful loot to sell off later. OOO adds valuable furnishings to upper-class homes, and Castle Kvatch can be looted without worrying about being arrested for stealing (after all, the owners are dead and everything is on fire anyway).


    Anyway, now that Martin is freed, we can escort him back to Weynon Priory, where Jauffre has been keeping the Amulet of Kings safe. Unfortunately, Dagon's cult, the Mythic Dawn, has figured out what we're up to and has attacked Weynon Priory to steal the amulet. We're too late to save the amulet, but we can kill some Mythic Dawn agents who lingered too long.

    Or rather, we let our followers fight the agents and charm our scamps to join the fight. Notice the weird graphical glitches on our followers, Martin and the Jemane twins.


    There's actually a way to fix the glitch, but I didn't know it at the time. So, when Jauffre takes us to Cloud Ruler Temple, an ancient stronghold, in order to keep Martin safe while we figure out a plan, Martin and the twins get their heads caked with snow. They almost look headless.


    We need to get the amulet back. After several quests for which I don't appear to have any screenshots, our next move is to secure a Daedric artifact.

    Technically, the Staff of the Everscamp is a Daedric artifact, since it's a prank item from Sheogorath. But we can't use it as our next plot coupon; we need to pray at a Daedric shrine, perform a task for one of the gods (except for Dagon, who has little reason to offer a quest to the woman who's been thwarting his plans), and receive an artifact that Martin can use to open a portal for reasons I won't go into.

    Martin suggests we do Azura's quest, which happens to be nearby and also is morally neutral, but Sheogorath's quest gives us a less useful item, so we'll use Sheogorath's instead. Still, we could really use the Azura's Star soul gem, so I head out to her shrine.

    Azura wants us to break into a mine and butcher a bunch of vampires. The vampires are her own worshippers who sealed themselves away centuries ago to protect the non-vampires on the outside, and Azura wants their suffering to end.

    Frost enters the dungeon, I hear a squeak, and suddenly Frost dies in one hit.

    Not to a vampire, but to a trap. A pressure plate that, when pressed, released a big metal spiky ball to swing down and kill Frost.

    It's another frustrating loss that could have easily been avoided. Frost is so good at shooting down critters that I've badly neglected her defenses, namely her Shield and Health values, and I've overlooked the danger of traps.

    More annoying still, the trap makes no conceptual sense. Why would the vampires set up a trap to kill intruders when they sealed themselves away in the mine specifically to avoid hurting anyone, and haven't seen another living creature in hundreds of years? Cabin fever?

    Regardless, we've once again lost an otherwise extremely successful run, and it's getting frustrating to start over because making this character build work requires a fair amount of repetitive grunt work in the early game just to acquire resources.

    But I'm not done yet. The fundamentals of this run are strong; we just need to work out a few details.

    StummvonBordwehrGrond0RaduzielCrevsDaak
  • BubbBubb Member Posts: 668
    @semiticgod: I know I'm a little bit late to the party, but I just wanted to thank you for reminding me that Morrowind exists! You made me boot up and the game and play it for the first time in 8 years, and holy nostalgia. I forgot how much a masterpiece it is!

    semiticgodGrond0CrevsDaak
  • JabberwockJabberwock Member Posts: 17
    Grond0 said:



    But one of the secrets to no reload is to find out that sort of information and try again :p. That can take a long while of course - I've had 273 attempts so far at a no-reload challenge with Kings Bounty: the Legend. Admittedly I'm using very severe rules (only allowing the use of undead creatures and not allowing any losses from my army in combat). I've never completed that game in any form and have only made it about 2/3 of the way through with this challenge, so I'm sure there's still plenty more to learn in the coming years!

    That's interesting. Maybe I gave up too easily. Unless I'm getting the games confused, I think I got as far as the dwarf or the elf lands, which is maybe about halfway through the game. The way I approached it was to avoid any fights that I couldn't tell the difficulty of until I absolutely had to fight them, and then do the main quest gating content first. That way, presumably the game is balanced such that the unseen fight will be
    winnable.

    But it does mean you can basically never upgrade items, which was frustrating, and have to miss out on certain sidequests, which was also frustrating...

  • Grond0Grond0 Member Posts: 5,321
    edited July 2018
    @Jabberwock I kill all enemies and do virtually all quests (there are a very limited number that are impossible under my restrictions). However, before I do any fighting in an area I explore it - dodging all the enemies in order to loot as much as possible and completing some quests. So for instance I would normally only have 2 fights (Robber and Geya) before having looted the Freedom Islands. That means my fighting abilities are exceptionally high for the stage of the game I'm at (my best run so far was about halfway through clearing the elves, having done pretty much everything prior to that - I was level 20 and spirits levels 27,26,25,25). Those high levels are necessary to get the strength and abilities to defeat enemies without taking losses - if you were just playing a normal no-reload and could upgrade your army between battles you could take a more straightforward approach.

    Incidentally, if you upgrade your scouting ability you can see the exact numbers of the opposition and avoid nasty surprises.

  • semiticgodsemiticgod Member, Moderator Posts: 13,525
    edited July 2018
    I've also been experimenting with a no-reload Skyrim run with Smilodon, Ordinator, and Morrowloot installed, with the additional restriction that my character can't use any crafting skill (no Smithing; no Alchemy; no Enchant). I came up with a rather lovely character build oriented around the Vancian Magic perk from Ordinator.

    Basically, it lets you only cast 20 spells a day. You have to rest in a bed you own or an inn (so, not just any bed, but a very specific kind of bed) to restore them. The upside is that all of your spells cost no magicka and they're at double magnitude.

    Better still, a sustained spell (a spell that lasts as long as you focus on it), only counts as a single spell for the purposes of that 20-spell limit, as long as you don't cancel it and try to re-start it. A character with the Vancian Magic perk can cast Flames and Healing non-stop for 16 damage on enemies per second and 20 Health restored on self per second, and once you get Destruction to 65, you can get Wall of Flames (or any elemental wall spell) and deal 100 damage per second. It also dramatically bumps up other spells--a basic Calm spell can affect up to level 18 critters in my install with Vancian Magic.

    Getting Vancian Magic is pretty easy. All you have to do is isolate a bandit archer and spam Oakflesh while dodging their arrows. You can hit Alteration 30 within a few minutes in complete safety (equipping the robes from the starting dungeon makes it considerably faster, as does picking the first Alteration perk early). And, once you get it, you can train Restoration and either armor skill by finding one or two melee enemies (the draugrs in Bleak Falls Barrow work fine) and letting them attack you while you use both hands to cast Healing to restore 40 Health per second. Set the right and left hand buttons from the mouse buttons to a couple of keys, put something heavy on the keyboard, and you can let your character get up to 100 Restoration, Light Armor, and Heavy Armor in short order (I got both to 50 in maybe 20 minutes). You could hit level 19-27 very safely. If standing in fires dealt fire damage in my install, it would also be possible to level Destruction.

    But after dying after running out of spells in Saarthal (which I'm almost positive was a bug, because I entered with 20 spells and only fought 7 draugrs in 3 fights in as many minutes before somehow running out) and then dying in a single hit at full health outside Bleak Falls Barrow (presumably because one of the bandits got a critical hit power attack from behind, maybe with another bandit attacking at the exact same time, and somehow dealt 110 damage at normal difficulty)... I'm not sure I'm going to bother trying again.

    Without crafting skills (which honestly reward tedious grinding even more than Oblivion or Morrowind), the only growth for the character build I had would be the upgrade from Flames/Sparks to Wall of Flames/Wall of Sparks. It would be great to deal 100 damage per second indefinitely, but that's basically the only thing that would happen for the rest of the game, even if I did somehow avoid any and all instant death attacks that Smilodon apparently introduces to the game (I don't even have Realistic Damage enabled, I don't think; this is just the base mod).

    There are only a few dozen spells in Skyrim, and basically all of them are just variants of another spell. There's not really anything to do in Skyrim but craft items.

    Grond0StummvonBordwehrCrevsDaak
  • OlvynChuruOlvynChuru Member Posts: 2,282
    edited July 2018
    In the newest patch of Icewind Dale Enhanced Edition, they made it so that specialist mages cast spells of their school with tougher saving throws (previously specialists only had the save bonus against incoming spells from their school). So I decided to retry a playthrough I did a few months ago, but with two characters instead of one:

    Icewind Dale: Jaris the Invoker and Aseigh the Abjurer/Cleric






    To recap the rules, Jaris starts the game knowing every evocation spell in the game but cannot learn ANY non-evocation spells (not even things like Mirror Image, Stoneskin or Protection from Magic Weapons). Similarly, Aseigh starts the game knowing every abjuration spell in the game but cannot learn or cast any non-abjuration spells, and this rule applies to his cleric spells as well. This means, among other things, that he can't cast healing spells. However, there's a reason I put an abjurer-cleric in the party. There's something an abjurer/cleric can do that no other class can do. We'll learn what that is later on.

    I'm playing on Insane. I have the double experience on because I like leveling up quickly, but for the time being Insane mode is going to make the game more dangerous.

    To start off, the duo bought their equipment from Pomab and did the minor Easthaven quests. They couldn't open Apsel's door, so they couldn't complete that quest. By the time they reached the goblin fight, Jaris had almost reached level 3, so they had to beat the goblins without AoE spells.

    As you might have guessed, Aseigh can't cast too many useful spells right now. However, he still served as a better tank than Jaris. The fact that he could wear a helmet meant that he didn't have to worry about being one-shotted by a quadruple-damage critical hit. He wore splint mail which disabled his mage spells, but that didn't matter too much because the only mage spell he could cast was Protection from Evil (which he could also cast as a cleric spell).

    Jaris cast Sleep using the scroll from Pomab's shelf (they are allowed to use scrolls of other schools in this playthrough) to put the goblins to sleep. The goblins woke up on hit, but the duo didn't have to face so many at once. Aseigh kited the goblins to death over the course of 10 minutes or more. After the fight, I realized that I could've sped that up by buying throwing daggers for Jaris. I did so.

    Jaris had been so close to leveling up that he leveled up after killing a couple of the goblins! He then gained the ability to cast 2nd level spells, like Stinking Cloud and Snilloc's Snowball Swarm. However, he didn't end up needing area damage too much - Stinking Cloud was good enough.

    Long story short, the "investigate the missing caravan" quest consisted of Jaris casting Stinking Cloud on groups of enemies and the two of them flinging bullets and daggers at the unconscious enemies.





    After reporting to Hrothgar, delivering the caravan contract to Gaspar, giving the supply list to Pomab, and resting, the duo embarked on the expedition!

    Once the duo found themselves in the Kuldahar Pass, they were in great danger because there was no safe place to rest and nowhere to retreat to. So they had to make a run for it. Jaris put on Shield and Aseigh put Protection from Evil on both of them, and they ran. At one point Jaris almost got cornered by goblins, but they got away.

    Once they spoke to Arundel and rested, the duo fought the two yetis. As with previous fights, Jaris cast Stinking Cloud on the yetis (in this case, twice because the yetis have better saving throws than previous enemies), and the two of them killed the yetis with missile weapons.

    Jaris and Aseigh then ventured forth to the Vale of Shadows, intending to kill all the yetis and retrieve Silas' heirloom before going into the tombs. It was a toil to say the least. The duo had to rest after killing each yeti in order to regain the Stinking Clouds.



    Finally, they enountered the yeti chieftain, and they killed it the same way they killed the other yetis. On returning to Kuldahar, they gave Silas' heirloom to Mirek and Jaris reached level 5! This is particularly great because now he can cast Fireball!

    Up next, the duo delves into the tombs (bringing along Web instead of Stinking Cloud).

    RVNSCrevsDaakStummvonBordwehrlolien
  • semiticgodsemiticgod Member, Moderator Posts: 13,525

    Frost: No-Reload Oblivion Run with Oscuro's Oblivion Overhaul

    Part 4

    I restarted the run, did all my chores, made some progress in the main questline, and then died in the Bruma gate quest to a Dremora boss who apparently had a paralysis effect on hit. I almost made it out alive, but since all you can do while paralyzed is drink potions, I had to rely entirely on potions to survive. Problem is, OOO nerfs potion use: you can only use 3 potions at a time instead of 4 at my Alchemy level, it's no longer possible to use a short-duration effect in a potion to cancel it early and let you use a new potion earlier than normal, and the vanilla, non-player-created potions are no longer instantaneous; they have a delayed effect.

    I had the option of using an Invisibility potion or a healing potion. Since the Dremora boss was already making his next attack when I entered the inventory, I wasn't sure Invisibility would keep us safe. Instead, I used a healing potion--but it just wasn't enough to save us.

    If I had just used Dragonskin, there's no way we would have died. But I didn't want to use it because it's a once-per-day ability. Problem is, once we got through that one fight, we could have just waited for 24 hours to get the power back.

    I need to pay much better attention to my defenses. Frost might be able to one-shot most critters, but dealing 300 damage with a bow doesn't matter if a single paralysis spell or trap can bring her down. I need to make sure her Health and Shield are very high whenever there's trouble.

    I make my way back through the main quest and arrive at the vampire lair in the Azura's Star quest. This time, I make sure to trigger the trap at the entrance by firing an arrow at the tripwire.


    The vampires home in on me the moment I make my presence known. An orc survives the first arrow...


    ...but the knockback from the massive damage pushes him far enough away for Frost to fire a second arrow and finish him off.

    The other vampires use their Invisibility spells to screw with my aim, but a telltale shimmer gives them away, and I already know they're running right for me. A single arrow is enough to take down most of the others.


    While wandering around, I spot a pressure plate in the area. If I hadn't been searching the ground, I might well have died again.


    Now that I have Azura's Star, I have a re-usable soul gem that can hold souls from any critter I can summon with a Conjuration spell. I grind Mysticism until I can cast Soul Trap, then go about enchanting some new gear. But to my dismay, OOO makes Fortify Health enchantments--the absolute most important one for Frost--so incredibly expensive that there's essentially no reason to ever make one.


    You'd need to be a compulsive dungeon delver to make the kind of money to afford that kind of enchantment, and we're avoiding optional dungeons in order to minimize danger.

    Other defensive enchantments are also hideously overpriced. Azura's Star is practically useless to us. But I'm not going to give it to Martin, because there's an even less useful daedric artifact we can use instead: the Wabbajack.

    The Wabbajack can actually be really overpowered and essentially kill non-human targets in one hit. But recharging it is extremely expensive (realistically, I could only do it using Azura's Star) and I can already land one-shot kills on virtually any non-human target. The human targets like Dremora are much bigger threats.

    So, we go to Sheogorath's shrine to do his quest. It's fairly easy: we steal some cheese, cook the cheese to attract a plague of rats, use a village leader's rat poison to poison the sheep's food supply, and then watch Sheogorath shower a rural village with flaming dog corpses.





    Sheogorath is a nut, and his quest fits him perfectly. I never liked him, though--his quirkiness always came off as rather forced to me.

    I'm not quite sure I want to give up Wabbajack, though, since it does have its uses, so before I make my decision, I go over to find Umbra, whose sword is needed to fulfill Clavicus Vile's quest. Clavicus Vile has an even less useful daedric artifact as a reward, a helmet which fortifies Personality. To get it, we need to kill an extremely powerful melee wood elf fighter in a tight space.

    Umbra has high-end armor, strong skills, tons of Health, and massive regeneration as well as an extremely hard-hitting sword. Fortunately for us, we can get the drop on her. I fortify the crap out of Frost's fatigue, land a brutal hit when sneaking, and finish off Umbra with a second arrow at point-blank range while she's coming up the stairs.



    With our normal buffs, Frost does over 300 damage per shot. But if we cast multiple Fortify Fatigue buffs, her arrows can completely destroy the enemy's armor. We shattered Umbra's helmet, boots, and cuirass in just two shots.


    We repair the armor and put it on Frost. She can really use the extra damage reduction, and it's worth the decreased efficacy of our spells. Plus, she looks really cool in it.


    I decide to keep Umbra, since it's a zero-weight quest item that never runs out of arrows and can deal much more damage than our bow. The only reason we stick with the bow is that attacking with Umbra would damage our fatigue and weaken our damage multiplier, and an enemy's Reflect Damage effect could actually prove fatal if we tried to use a melee weapon on them.

    I give the Wabbajack to Martin so I can keep Azura's Star and Umbra. It's time to go back to the Bruma gate quest. I foolishly fail to cast Dragonskin and the Dremora boss catches me by surprise. But while he does land a hit on me, Frost's arrows are strong enough to knock him back and then pin him down.



    Next, we need to collect some allies for Bruma. But each of the other cities is threatened by an Oblivion gate, and if we want them to send soldiers to defend Bruma, we need to seal those gates for them.

    But midway through the first gate, I accidentally trigger a giant sword trap. It comes crashing down and kills Frost in one hit.


    It's another deeply upsetting and disappointing end to an otherwise very successful run.

    I have done the various chores of the early game many times already, and it's frustrating to have to start all over. But if I resort to the item duplication glitch to speed things up, I think the run is going to feel cheap.

    So I come up with a new challenge. For the next run, I will have free use of the item duplication trick--not just for grinding Alchemy, but for anything. Infinite gold and infinite copies of almost any item in the game.

    But, to keep things challenging, we're going to try something interesting. First, we're not going to use fatigue boosting anymore--we can no longer multiply our damage output by bringing our base fatigue down to 1 and using Fortify Fatigue spells.

    Second, we're going to play on the maximum difficulty setting.

    If that doesn't sound like much, you haven't played Oblivion on the maximum difficulty setting. I've tried it once before, and it's even uglier than Legacy of Bhaal mode. In Oblivion, pushing the difficulty slider all the way to the right does two things:

    1. The player does one-sixth (1/6) of their normal spell, weapon, and poison damage.
    2. The player takes six times as much damage from everything.

    In most games, the highest difficult makes things maybe 2 or 3 or 4 times as difficult. In Skyrim's notorious Legendary difficulty, it makes things 12 times as hard. But in Oblivion, the maximum difficulty makes things 36 times harder than at the normal difficulty.

    Basically, the player can't kill anything, while anything can kill the player. Getting killed by a rat, a stray arrow, or a fall from a modest height is common at the maximum difficulty.

    We're going to play a normal mage character; no Atronach birthsign for us. The item duplication trick will make things smoother, but it won't solve the problem of our 36-fold disadvantage. We can't buy or duplicate any item that will steamroll the opposition. Certainly not in OOO.

    Ultimately, we'll have to win through spellpower.

    CrevsDaakGrond0StummvonBordwehrGotural
  • semiticgodsemiticgod Member, Moderator Posts: 13,525
    I almost forgot: I also died to a lightning trap in a Dark Brotherhood quest. OOO traps are extremely dangerous.

    CrevsDaakCorey_Russell
  • ArthasArthas Member Posts: 926
    edited August 2018
    Has anyone attempted to play a druid for a no-reload?

    Post edited by Arthas on
  • semiticgodsemiticgod Member, Moderator Posts: 13,525
    @Arthas: It's doable, at least with a party run. I don't believe we have any trilogy or tetralogy successes with single-classed solo druids, but @JuliusBorisov had a rather successful solo run with a Totemic Druid that only failed against Ascension Melissan, starting here.

    lolienEnuhalArctodus
  • semiticgodsemiticgod Member, Moderator Posts: 13,525
    edited August 2018
    @RVNS: I guess it depends on your install, but I can think of a few thing:

    Sell enchanted stuff and weapons and armor to Creeper in Ghorak Manor in Caldera.

    Get the Boots of Blinding Speed off of Pemenie west of Caldera. Use a Resist Magicka effect before equipping, ideally 100 so you don't suffer a miss chance with weapons.

    Pick a weapon type for a major skill. It's important to have a reliable means of damage, and Destruction won't work well with a few select enemies.

    Gain levels fast so you don't get stomped by a surprisingly tough enemy.

    Consult the UESP wiki for game info. It's a priceless resource.

    Post edited by semiticgod on
    Grond0
  • RVNSRVNS Member Posts: 279
  • ArthasArthas Member Posts: 926
    edited August 2018
    Is there any mod that actually fixes the chess fight?? It turns into a brawl with no sense, especially because the lightning damages only you and not your opponents.

  • Corey_RussellCorey_Russell Member Posts: 694
    @Arthas not sure about mods (I don't use them), but of the many accounts I have read of the chess fight, it seems opening with mass fireballs seems to work well to whittle the enemies down quickly.

    CrevsDaakStummvonBordwehr
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