User:Nocturnal

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Nocturnal
Portrait a3b25155ba8b0e1fb6d7c0f6bb8f9855cbaf67e.JPG
Race Altmer Gender Female
Level 12 Class Alchemist
Services
Available 18.00pm-8.00am
Other Information
Health 93 Magicka 216
Respons. 35 Aggress. 45
Essential Never
Faction(s) Oblivion Players; Daggerfall Players; Potion Addicts Anonymous;

Hi, my name is Nocturnal, and I am addicted to potions.
"Hi, Nocturnal!"

I have also edited anonymously under the name "Potion Addict."

I founded the Potion Addicts Anonymous organization to help other unfortunates like me. 542 needlessly complicated steps to a healthier you, free of the insatiable thirst for more and more potent multi-effect potions - and all the free Restore Fatigue potions you can drink!
"We love you, Nocturnal!"

[edit] Potions

Here is a collection of a few of my potion recipes, from back when uh, I - uh, couldn't quite keep it under control. But I'm better now. Honest. I can quit anytime I want!

[edit] Stuff I have tested

Since I have recovered the rare and arcane Ayleid component required for the golem Meathead to display the Elder Scrolls, I can now do some of my own experiments. Here are some results of my testing...

  • Armor and weapons show their actual ratings adjusted to your skill - so it's not just that iron armor sucks, it's also because you suck when it comes to putting it on the right way or using it in battle without falling over.
  • Having a lit torch does not influence lockpicking success more than random chance.
  • "Remedial Training" drain skill spells in general do not work. Level-ups always check accumulated experience against your base skill.
  • The artifact Skeleton Key can train your lockpicking skill painlessly and easily in the following manner: Practice fixing all but one of the tumblers on a hard or very hard lock (exit each time you have all but one so you don't unlock it) until your Security XP is near a level up. Then, remove the Skeleton Key from your inventory. Since this artifact affects your base skill by 40 levels, your gained XP in Security will now be far more than needed for a level up. Accumulated XP is checked against your needed XP for the next level each time you gain any, and only as much as you really need is subtracted from your total accumulated! Fix a few tumblers with normal lockpicks, and each time you do you should gain a level (at the rates needed for your real base level), until you run out of all the XP you accumulated easily with the Skeleton Key. Avoid leveling up Security when you actually have the Key on your person, always put it down to gain your levels.
  • Without mods... minimum magnitude of custom spells is 3, and their maximum magnitude is 100.
  • Minimum area of custom spells is 10, so "free" 6-area spells cannot be made.
  • Maximum duration of custom spells is 120.
  • Self spells can't have an area of effect, so you can't make "aura" spells.
  • Absorb [anything] spells must have a range of touch.
  • There already is one nonlethal weapon in the game, but it costs more in terms of soul traps to recharge than it would to just cast healing spells on your victim. Also, you can enchant weapons (at least with Sigil Stones) to damage fatigue if you're interested in that effect.
  • All spell effect magnitudes [from all different sources with the same effects] are additive. This means for example that two different active spells (and/or potion and/or enchantment effects) with 50% Chameleon will give an effective 100% Chameleon (not 75%) and render you completely invisible yet able to freely interact with the world. The durations of each spell are counted down separately. One spell will "overwrite" itself if cast again, and merely reset the duration.
  • Bows can be enchanted with "Absorb:" effects. This seems to be the only way to get "absorb" effects at a distance. (There are no "absorb:" staves in the game.)

[edit] Stuff I still need to test

  • Do identical poisons stack? Test by administering two doses of poison in quick succession to an enemy that can't be killed by one. Verify specimen by administering two doses of poison with sufficient time for full effects between them to the same enemy, and see that it dies. Control by administering one dose of poison and one non-poisoned dagger-strike to the same enemy, and see that it doesn't die. If correct, the specimen should die when a double-dose of slow-acting venom is administered in rapid succession within the time it would take for full effects of one poison.
  • Can Acrobatics be trained with spells of "Icarian Flight"? Make a spell to fortify speed and acrobatics momentarily, and a spell to drain acrobatics tremendously and fortify health for safety. Cast Icarian Flight, jump off a cliff and have the spell wear off in midair, then cast Harsh Landing in midair and break all your bones on impact. XP should be gained according to the HP damage you take from falling, so you should gain a lot of XP this way for a given cliff-dive height. Update: It seems like the difference in falling damage is very small, only a few HP even between 0 and 70 acrobatics. Not sure yet what the margin of error is on my tests.
  • Does the Staff of Everscamp truly alter base Speed? Evidence so far shows no: when you level, you gain speed relative to your real base level, so you cannot gain 120 speed through removing the Staff later. Check by leveling up speed when you are at 100 base speed; 80 with the Staff of the Everscamp. Verify the game version I'm using! This might have been a fixed bug. Note: Rpeh's findings confirm mine.
  • Do fortify skill: marksman and fortify attribute: agility effects influence damage dealt with arrows if they are active when the arrow is loosed, when the arrow strikes, or both? Test specimen should be killed by a test bow and arrow only when the skill and/or attribute under test is boosted. Everscamps would make an excellent test subject, only they don't stay far enough away to get a good flight path. Test by: 1) casting the custom "Sureshot" spell before drawing such that it runs out while the arrow is in flight, and 2) casting Sureshot when the arrow is in the air but before it has hit the target. May want to verify if the behavior is the same for both Agility and Marksmanship just for the sake of rigor.
  • Can a wearable item enchanted with a "disintegrate" effect be repeatedly removed and worn to damage your armor or weapons while in the inventory screen, or will the effect only take place once the inventory is closed? (Very probably the latter, maybe worth a test anyway.)
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