Everscamp Army
- MetaCthulhu
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Everscamp Army
I was reading through the UESP, and I came across the Staff of The Everscamp. Now I wanted to make an effective army out of the Scamps, so I was wondering what would be the best spells to buff them.
If it helps, I'm a level 1 Altmer with The Apprentice birthsign.
If it helps, I'm a level 1 Altmer with The Apprentice birthsign.
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- noobishlord
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Re: Everscamp Army
Well, Everscamps don't fight, so you'd need to Frenzy them. Though that would be counter-productive, since they'd attack you as you're most likely the closest thing. Here's this from the talk page:
Sounds like you'd be best to turn them into reflective walls and use them as a barrier. I still wouldn't bother, though. The Staff of Everscamp slows you down a good bit. I'd rather be much more mobile.Enhancing My Scamps
(question moved from Oblivion_Talk:Creatures)
If I want to make my Everscamps do more damage would I need to enhance their strength or would a fortify hand to hand spell work? 68.166.67.100 16:26, 7 December 2007 (EST)
I doubt that either would have any effect. Creature melee damage is a fixed amount; it is not determined from a formula like the damage formulae used for the player and for NPCs. So Fortify Attribute or Fortify Skill will not change anything. You'd probably have better luck making them more effective offensively by using spell effects such as Reflect Damage or Reflect Spell. --NepheleTalk 23:20, 12 December 2007 (EST)
Thanks! Would Fortify Speed have any effect on their speed? I guess I could test it myself but I've got enough useless spells in my inventory. 66.167.39.201 19:58, 14 December 2007 (EST)
Yes, Fortify Speed should have an effect on them. In fact, even a relatively weak spell may be quite noticeable; or at least for other creatures, such as Horses, fortify speed is very effective. --NepheleTalk 01:38, 17 December 2007 (EST)
I finally tried to take your advice on using reflect damage but it's only available to use on yourself. 68.166.172.84 23:03, 6 August 2008 (EDT)
Never Attacking
"Everscamps will not fight for you, as they have an aggression of 0."
In checking a different page's edit, I was checking the Everscamps in the CS, and although they have an aggression of 0, they have a confidence of 100. So wouldn't they attack under the same circumstances as other non-hostiles (three hits and you're out)? Of course, assuming you can do less than 10 damage over three hits on default. --DKong27 Talk Cont 03:51, 28 January 2011 (UTC)
Not sure why they would fight for you anyways, without command spells or being struck... And I know for sure that they attack the player, though I dont think that is what the edit is trying to say.--Catmaniac66 03:54, 28 January 2011 (UTC)
confirmed on 360, unpatched and non-updated; when using a bow if you flick the right trigger (just enough to release an arrow, it'll usually go a foot and fall to the ground) occasionally it won't outright kill the Everscamps and they will attack you. they will still respawn as normal. confirmed using an Iron bow with matching arrows. Arcanus Redwolf 04:14, 14 March 2011 (UTC)
Oh for the love of little green tomatoes...
- Gandoril Spellbinder
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Re: Everscamp Army
Not to sound rude, but why on Nirn would anybody want that item? Besides, I hate having multiple (or even one!) unfinished quest(s) in my journal; that just bugs me, but that's just my preference. If you play on PC, then you could always open up the Construction Set, go under 'Creatures' (or something like that), sort them alphabetically by creature name, find the Ever-Scamps, and at least boost their health (fortunately, only NPCs in Oblivion have their health calculated by formulae; all others have fixed HP values). If the rest doesn't seem too complicated, maybe you could increase their aggression or something so that they attack other creatures.
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Re: Everscamp Army
I am going to be perfectly frank. I lost a bet, and now I need to make a build around the staff of the Everscamp. Not my wisest moment, that bet, but I lost fair and square.
Now reading through the talk page provided (thank you noobishlord!) it seems command creature is an absolute must, and I would probably need a relatively strong spell of fortify health, all of those with an area of effect(affect?). Those are all pretty basic though, and I want to know if you guys have any more ideas.
Now reading through the talk page provided (thank you noobishlord!) it seems command creature is an absolute must, and I would probably need a relatively strong spell of fortify health, all of those with an area of effect(affect?). Those are all pretty basic though, and I want to know if you guys have any more ideas.
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- Gandoril Spellbinder
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Re: Everscamp Army
This is why I don't gamble, but, hey, it could've been much, much worse . . .
Yes, Command Creature would be the only way to get the Everscamps to fight immediately upon combat. I'm not certain (it's been a while since I've played Oblvion), but I do believe that, whenever one Everscamp dies whilst in combat, a new will spawn and immediately attack their previous enemy, so you shouldn't need to continuously cast your AoE command spell (though don't take my word for it). Fortify Health would also be advisable (ten health? I wish all Scamps had that little health . . .). The standard spelling has pretty much always been 'area-of-effect', by the way.
It may not be such a bad loss. I'd love to see a picture of your character wearing full Daedric armour with a bunch of lowly Scamps constantly doing their immortal lord's bidding. Now, if they had given the Scamps red tridents, the image would perfect!
Yes, Command Creature would be the only way to get the Everscamps to fight immediately upon combat. I'm not certain (it's been a while since I've played Oblvion), but I do believe that, whenever one Everscamp dies whilst in combat, a new will spawn and immediately attack their previous enemy, so you shouldn't need to continuously cast your AoE command spell (though don't take my word for it). Fortify Health would also be advisable (ten health? I wish all Scamps had that little health . . .). The standard spelling has pretty much always been 'area-of-effect', by the way.
It may not be such a bad loss. I'd love to see a picture of your character wearing full Daedric armour with a bunch of lowly Scamps constantly doing their immortal lord's bidding. Now, if they had given the Scamps red tridents, the image would perfect!
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Re: Everscamp Army
There is something else you can do. It involves the Wabbajack, invisibility, and a little more of that gamblers' luck you're ever much fond of...






Baurus: Our job is to get the Emperor out of situations like this. Though I'll admit, things aren't going exactly to plan.
Casandra: At the moment, the deadliest weapon at my disposal is a goblin's head on a stick. I'd be worried if this was the plan.
Casandra: At the moment, the deadliest weapon at my disposal is a goblin's head on a stick. I'd be worried if this was the plan.
- Gandoril Spellbinder
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Re: Everscamp Army
The Wabbajack can be quite fun sometimes . . .
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- noobishlord
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Re: Everscamp Army
That is just pure genius! I have to try that now. And Sheogorath would be pleased with such antics! Combining two of his staves into one glorious use demands a celebration of cheese.Dark Spark wrote:There is something else you can do. It involves the Wabbajack, invisibility, and a little more of that gamblers' luck you're ever much fond of...Spoiler:
Oh for the love of little green tomatoes...
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Re: Everscamp Army
I gotta admit, you guys hit it out of the park on this one! This is awesome!
Quick question: will weakness to magic cast on the scamps make the wabbajack effect last longer?
Quick question: will weakness to magic cast on the scamps make the wabbajack effect last longer?
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PrinceJonathan
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Re: Everscamp Army
Here are the stats for the Everscamps (looked 'em up in the CS)
Level: 2
Health: 10
Magicka: 50
Fatigue: 100
Attack: 6
Strength: 50 (In Creatures, Str only affects encumbrance, not attack)
Endurance: 50 (Seems to only affect a Creature's breath meter when underwater)
Intelligence: 50 (Only affects a Creatures AI. The higher it is, the smart they fight)
Willpower: 70 (One of the few stats that does the same thing for Creatures as it does for the Player)
Agility: 30 (Apparently it only modifies the chance of staggering them)
Speed: 30 (Governs how fast they can move)
Luck: 50 (Details of what this actually does for Creatures remains unconfirmed)
Combat Skill: 35 (Does not modify Attack. Seems to only exist to grant perks.)
Magic Skill: 20 (Useless since the Everscamp does not possess any spells.)
Stealth Skill: 5 (Serves a similar purpose to the Sneak Skill and possibly Acrobatics.)
[Creature Skills are not the same as Player/NPC Skills. Fortify Skill apparently has no effect on Creatures. Although I could be wrong.]
Inherent Traits: Resist Fire 33%/Weakness to Shock 20%
Spells: None
Aggression: 0
Confidence: 100
Responsibility: 50
Because of their 0 Aggression, they will never attack. Even to defend themselves.
Frenzy directly raises this stat. So long as their Aggression remains below their Disposition towards the player, they will not attack you. Of course it's impossible to gauge their Disposition so this is an unreliable method to get the Everscamps to actually fight.
Since their level is a static 2. A weak Command Creature spell with a long duration and area of effect might be a better option. I am not sure if they will actually attack while under the effect or continue to remain pacifists.
With only 10 HP, you're definitely going to want to Fortify that. You can then either combine it with Shield, or a weak Restore Health effect to give them Troll-like regeneration.
The Wabbajack is probably a better option since their attack is horrible, but I don't remember if you're forced to equip the Staff of the Everscamp at all times or not. I know you cannot drop it, but if it forces you to equip itself then you cannot use the Wabbajack.
A custom Soul Trap+Drain Health spell will make recharging the Wabbajack easy by using the ever spawning Everscamps as a source of souls.
Level: 2
Health: 10
Magicka: 50
Fatigue: 100
Attack: 6
Strength: 50 (In Creatures, Str only affects encumbrance, not attack)
Endurance: 50 (Seems to only affect a Creature's breath meter when underwater)
Intelligence: 50 (Only affects a Creatures AI. The higher it is, the smart they fight)
Willpower: 70 (One of the few stats that does the same thing for Creatures as it does for the Player)
Agility: 30 (Apparently it only modifies the chance of staggering them)
Speed: 30 (Governs how fast they can move)
Luck: 50 (Details of what this actually does for Creatures remains unconfirmed)
Combat Skill: 35 (Does not modify Attack. Seems to only exist to grant perks.)
Magic Skill: 20 (Useless since the Everscamp does not possess any spells.)
Stealth Skill: 5 (Serves a similar purpose to the Sneak Skill and possibly Acrobatics.)
[Creature Skills are not the same as Player/NPC Skills. Fortify Skill apparently has no effect on Creatures. Although I could be wrong.]
Inherent Traits: Resist Fire 33%/Weakness to Shock 20%
Spells: None
Aggression: 0
Confidence: 100
Responsibility: 50
Because of their 0 Aggression, they will never attack. Even to defend themselves.
Frenzy directly raises this stat. So long as their Aggression remains below their Disposition towards the player, they will not attack you. Of course it's impossible to gauge their Disposition so this is an unreliable method to get the Everscamps to actually fight.
Since their level is a static 2. A weak Command Creature spell with a long duration and area of effect might be a better option. I am not sure if they will actually attack while under the effect or continue to remain pacifists.
With only 10 HP, you're definitely going to want to Fortify that. You can then either combine it with Shield, or a weak Restore Health effect to give them Troll-like regeneration.
The Wabbajack is probably a better option since their attack is horrible, but I don't remember if you're forced to equip the Staff of the Everscamp at all times or not. I know you cannot drop it, but if it forces you to equip itself then you cannot use the Wabbajack.
A custom Soul Trap+Drain Health spell will make recharging the Wabbajack easy by using the ever spawning Everscamps as a source of souls.
[shamelessplug]I wrote a FAQ/Walkthrough for Midas Magic.[/shamelessplug]
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PrinceJonathan
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Re: Everscamp Army
Ok scratch that. I did some testing and Wabbajack is a terrible idea. If it turns the Everscamps into anything like a Daedroth, Troll, Orge, etc, it will be hostile toward you!
I tried making these two spells instead:
Command Creature up to Level 2 in 20 ft for 30 secs on Touch.
(Requires Illusion 50 and costs about 61 magicka)
Fortify Health 100 pts for 30 secs on Touch
Restore Health 3 pts for 30 secs on Touch
(Requires Restoration 75 and costs about 137 magicka)
I'm quite impressed with the results honestly. Since the Everscamps like to stick close to each other, one casting of the Command Creature spell usually hits all of them. They will then immediately charge into battle like a swarm of piranha. 6 damage adds up quickly when it's four on one.
The Fortify+Regeneration spell also does a fine job of increasing their staying power.
When one of them dies, it takes a few seconds for another to take its place. While the enemy is focused on the other three, you can quickly buff and command the replacements since they'll just be standing there not doing anything.
I tried making these two spells instead:
Command Creature up to Level 2 in 20 ft for 30 secs on Touch.
(Requires Illusion 50 and costs about 61 magicka)
Fortify Health 100 pts for 30 secs on Touch
Restore Health 3 pts for 30 secs on Touch
(Requires Restoration 75 and costs about 137 magicka)
I'm quite impressed with the results honestly. Since the Everscamps like to stick close to each other, one casting of the Command Creature spell usually hits all of them. They will then immediately charge into battle like a swarm of piranha. 6 damage adds up quickly when it's four on one.
The Fortify+Regeneration spell also does a fine job of increasing their staying power.
When one of them dies, it takes a few seconds for another to take its place. While the enemy is focused on the other three, you can quickly buff and command the replacements since they'll just be standing there not doing anything.
[shamelessplug]I wrote a FAQ/Walkthrough for Midas Magic.[/shamelessplug]
- Gandoril Spellbinder
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Re: Everscamp Army
Hmm. I thought that Oblivion had a Fortify Attack/Damage spell, but maybe that's Morrowind. At any rate, that's good info, Prince! I might have to remember that myself if I decide to become C. S. Lewis Sheogorath, Prince of Madness, and command my own micro-army of Scamps! Now to just hunt down some level 20 Marauders for their Daedric armour . . .
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