Arena observations

A place to discuss and ask questions about the first part of The Elder Scrolls series
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lostminstrel
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Arena observations

Post by lostminstrel »

Doing another play through (sorcerer again!) and wanted to share some stuff I've found. The first one is maybe the most important!

1) Woodelves and Redguards have their bonuses inverted!!
Woodelves kills better with melee weapons, and Reguards kill better with bows. Posted about this on the official forums, but figured I'd put it here too since people turn to UESP for a lot of Elder Scrolls stuff. Tested this a lot. Got a Woodelf to level 15. Got an Ice Golem to spawn, then saved my game in 3 spots. Used ArenaEditor to make one save into a Redguard and another save into a Khajiit. They all had the same stats as a result. Killed this Ice Golem and then reloaded many times (same Ice Golem spawn, so variable health should not be an issue). Against this Ice Golem, my Woodelf took longer (on average) to kill it with an ebony longbow than with an ebony war ax (which have the same damage values). Meanwhile, the Redguard was faster (on average) with the same bow than with the ax. The Khajiit took just as long with either weapon.

I welcome someone to independently verify this. It could be that with weaker weapons (not ebony) the bonus is correct, and that ebony grade weapons are simply flagged incorrectly. Still - I think this is important, as I always see people advising new players to make a Reguard melee class. This would would be bad advice given the above results. I became suspect myself after reading similar advice amd trying out a Redguard, then thinking "man, I thought he'd hit better than this".

2) Invisibility is not broken by spell casting!
Melee attacks break invisibility, though in your status window, you are still said to be invisible. However, spell casting does not seem to break invisibility. So OP. You can make a cheap (and eventually free) invisibility spell that lasts the minimum rounds and increases 1 Round per TWO levels. You can be invisible all the time, and waste enemies with magic, or charges from spell casting weapons. Obviously, enemies like wraiths, vampires, and other enemies that see invisible characters won't be fooled.

This severely lowers the value of the "designate as non-target" line of spells, at least for a spell caster. As UESP notes, spell casting enemies still throw spells at you with this spell effect active (even at 100% chance). Meanwhile, some of these spells casters (the human ones, and weaker monsters) are at least fooled by invisibility.

3) Sorcerers are NOT perfect. :(
It seems that even with 100 INT and 100 WIL, my sorcerer is not able to absorb spells from "high level" enemies using his class power alone. A wraith got a one shot on me just the other day. I had 99 HP, a shield active (though perhaps low), AND a nearly empty spell bar. Instead of absorbing the spell, I just died. Didn't even see the wraith. It was an instant death after a Jagar Tharn "ambush dream". Shouldn't have slept outside the city gate. Anyway, tested this further, and fire demons, and medusii can also occasionally get a spell through - especially the medusii. With a spell absorption spell active, I was fine - but I am lead to believe that with 100 INT and WIL, you only have a 100% chance against an "equal level" monster.

Incidentally, spell reflection also made me fine. If I did not absorb the spell, nothing happened. The medusii seem immune to their own paralysis though, and the fire demon didn't die to it's own spells (even after many reflected fireballs - so I am suspect of the advice on UESP that spell reflection will eventually kill ANY spell casting enemy). The wraith dies quickly to itself though, and so do homunculi and stone golems.

4) Stacking with the Necromancer's Amulet.
UESP notes that you can wear the Necromaner's Amulet with another amulet if you put the other amulet on first. This is true, but UESP incorrectly states it will result in a"very impressive armor class".

The AR reduction does NOT stack. If you are wearing an Ebony amulet (-5 AR) and then equip the Necromancer's Amulet (-9 AR), your net AR reduction will be -9 and not -14. However, if you are wearing a stat increasing amulet (+25 to a stat), and then equip the Necromancer's Amulet, you retain the stat bonus from the stat-amulet AND get the -9 AR from the Necromancer's Amulet. This is clearly the way to go. :)

*****
Sorry for all the text. Wanted to share what I've found out on this play through.
Perrie-Jeffs
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Re: Arena observations

Post by Perrie-Jeffs »

i enjoyed reading your post!, Although i am not sure about your argument regarding Wood elves/ Redgaurds.Either way nice finds. Personally i think Sorcerers are pretty hard too play in Arena tried one once(years ago) and found that they had low health gains after each level , on par with Mage (Lowest i believe) ,anyways nice post! P.S i am a Battlemage
lostminstrel
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Re: Arena observations

Post by lostminstrel »

I'm fairly certain about the Wood Elf and Redguard thing. If I have the time, I'll retest it while videoing, then upload it. And it's true sorcerers get little health each level, but I find casting "shield" spells negates the need for health.

To continue with other things I've noticed...

5) Rulers don't know their east from west!
When doing a ruler quest involving travel to another town or a regional dungeon, they will get their east and west mixed up ALL the time. They say things like "blah blah is an X days ride to the northeast" but "blah blah" is actually to the northWEST.
OblivionDuruza
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Re: Arena observations

Post by OblivionDuruza »

How do you mean Redguards and Wood Elves have their bonuses inverted? Redguards have a bonus To Hit Chance with Melee and Wood Elves have a bonus To Hit with Bows. The UESP article covers things, but I did confirm in-game myself to be doubly sure.
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