Necromage vampire = all enchants affecting PC +25%

Post » Sun Jun 03, 2012 8:16 pm

That's correct, the arch-mage robes give 125% magicka regeneration, as much as master robes of your favoured school.
I am yet to discover if it makes potions more powerful, I have read that potions are magical and yet they are a part of the thief guardian skill set.
I also read that a vampire can raise an undead thrall but at day one of vampirism manifesting I only see a power to raise a weak corpse for 60 seconds. If I can raise an undead thrall I may use the ritual stone to raise another, then while they are confusing my enemies cast soul trap on creatures and dance about summoning atronochs during the dead of night - all to raise my cunjeration skill to the twin souls level at which point I may summon another two undead thralls...

An army of living dead and me svcking the life from any who oppose me, or offend me, which happens rather frequently in skyrim, was more a problem in morrowind though.

any comments on my accomplisment?
I am also curious to know if there are other hidden tricks in the perk trees.
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Dan Wright
 
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Post » Mon Jun 04, 2012 5:14 am

I have confirmed that potions, while not advertised as being 25% more powerful, do truely grant a 25% bonus with the necromage + vampire combination.

I have realised a downside to this excitingt discovery - perhaps all hostile spells cast by NPCs to the PC are 25% stronger. Necromage is advertised as "All spells affecting the undead are more powerful" (or something very similar), so I am going to need more health and perhaps use wards and the ward absorb perk when dueling mages.
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MISS KEEP UR
 
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Post » Sun Jun 03, 2012 6:42 pm

Old news.
Try a search.


As a vampire you're flagged as undead. All your self spells have a 25% greater magnitude with Necromage, as well as +50% duration. (if cast BY you and ON you)

Enemies spells don't apply, but the negative vampire effects like -100% fire resistance and -60 stats (in stage 4) also get modified by 25% (as well as the +100% frost resistance of course)
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Samantha hulme
 
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Post » Sun Jun 03, 2012 4:51 pm

I beleive the extra 25% resistance to frost is redundant as 100% resistance is sufficient to nullify any frost damage. The modifier at lower stages of vampirism would be useful though.

I am currently trying to gain levels in enchantment and then use a powerful resist fire enchant. However the wards and ward absorb should keep me safe from mages and dragons.
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YO MAma
 
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Post » Sun Jun 03, 2012 11:22 pm

bethesda are cruel- During the night I noticed my archmage robes gain 3%, knowing that 25% of 15 is closer to 4 I surmised Bethedsa rounded this total down. "not a problem" I thought. then during the day at stage 1 vampirism (15 point reduction to health magicka and stamina) I noticed on the skills page that my stamina was 81, a 19 point reduction from the usual 100. So apparantly bethesda round down beneficial properties but round up benevolent properties, unless there is something I am missing.
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Flesh Tunnel
 
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Post » Mon Jun 04, 2012 2:19 am

I took my vampirism to stage 4, i was hoping the vampire servant power would become vampire thrall (thrall being a permanant undead ally) but it did not. So no army of undead.

I have a suspicion the ritual stone is the same.
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(G-yen)
 
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