are rune spells seperate or are they upgrades?

Post » Fri May 11, 2012 5:17 am

based on the promo vids and the interviews, it was implied that spells were context sensitive (i.e. cast a lighting spell at the ground and it leaves a magical trap/rune, cast it at an enemy and it zaps him instantly).

when i realised you needed a perk unlock to do the dual-spell overcharge effect i thought that the trap/rune effect would also be a perk based skill. i've not seen a perk for this and in game i've noticed rune spells are seperately purchasable from vendors.

does this mean that you have to switch spells to do this, or does it mean that buying the rune version of a spell automatically adds context sensitivity to that spell?

(i seriously hope it does, anything to reduce the amount of time switching your spells/items in the spell menu or favourites menu)
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Jessie
 
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Post » Fri May 11, 2012 1:41 am

has no one tried using runes yet then?
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Bereket Fekadu
 
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Post » Fri May 11, 2012 12:25 am

Runes are all their own spell separate from others, so unfortunately that's another hotkey if you want to use a rune spell. There is a perk for them but you dont need it to use the spells. I think it just increases the range you can place runes.
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Kelsey Hall
 
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Post » Fri May 11, 2012 3:28 am

Runes are all their own spell separate from others, so unfortunately that's another hotkey if you want to use a rune spell. There is a perk for them but you dont need it to use the spells. I think it just increases the range you can place runes.

well that kinda svcks. i wonder why they decided to change that
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Cesar Gomez
 
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Post » Thu May 10, 2012 9:42 pm

well that kinda svcks. i wonder why they decided to change that
Whoa.... I haven't used magic, yet. I thought with the "fire spell," you've got a rune/trap thing, a fire ball, and like a flamethrower type spell all in one. Isn't that what they said during demos??? That svcks if it's changed.
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Rudy Paint fingers
 
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