Pharaun159
Member
This is all in regards to game mechanics. There will be minor quest spoilers. If you notice things I have not, by all means let me know. These are more or less my mental notes. If your want to use this info for another site, be my guest. Might want to edit it first. My language skills leave something to be desired.
First off... the new spells.
Ash rune: Acts much like paralyze except that it seems to be more effective (as in more likely to affect the target.) With a notable difference... Creatures struck my this spell are also unable to be harmed. Tactically this is quite useful if a little annoying since it lasts for 45 sec.
Whirlwind cloak: all i have to say is.... THANK YOU BETHESDA! Finally makes a pure mage on higher diff more viable and less frustrating. In essence the spell has a pretty good chance of knocking opponents in melee range back. Its basiclly a continuous 'fus ro dah'. I find it far more useful then the flesh spells.
Frenzy rune: Nice aoe frenzy spell. downside... doesnt seem to be effected by the vampire's 'Champion of the Night' ability. so duelcast should cap it at a 44lvl effect.
Poison rune: worthless at high levels. nuff said. 300 dam across a 30 sec period. Maybe useful for a drawn out boss fight, but easier to just smash with incinerate.
Ash Guardian: seems pretty powerful. Thankfully isnt prevented by spell absorbtion. downside. requires a heartstone in your inventory, and will stay were you summon it. has no follow script.
there are other new spells, but non really proved exciteing or more are less usefull then spells we already had.
In regards to the black book abilities....
Episolary Acumen: Modifies your dragon shouts depending on which of the three you pick. I personally dont use any of the 3 shouts so didnt impress me. In a nut shell, if firebreath kills- summons a fire wraith. Frostbreath freezes instead of slows. Unrelenting force does more damage and can disintigrate foes.
Filament and Filigree: greater power that decreases dam (by half)/spell cost(100%) / stamina cost (100%) for 30 sec
The Hidden Twilight: either heals all/ locks an opponant in an ethereal state for 30 sec/ or summons a field of poisonous tentacles. all situational use.
The Sallow Regent: A must have. Makes all mage/ thief/ warrior skills 10% more effective. In the case of mage, reduces spell costs. so combined with archmage robes and crown of savant could potentially reduce cost of all spells by 30%. Also increase enchant by 10%
Untold Legends: Summons a localized drum that buffs stamina regen. Doesnt follow you. or summons a butler to carry stuff. or a merchant with only 500 gold. Prefer the butler. the others are not much use. The abilites can be used an infinite number of times.
Wakeing Dreams: Allows you to reset perks for the cost of one dragonsoul for each skill reset.
The Winds of Change: Essentially lets you throw spells, shouts, and weapons at will without fear of hurting your companion. Does not work outside of combat. or lets you gain 2 points when you read a skill book. usefull if your not already capped out. i found about 20 skill books going through the dlc. an extra 40 skill points is always good. The last is 10% more dam and 10% better prices from opposite sex. If your asking around raven rock when you get to solstiem this is likely going to be your first book.
New items:
Telvanni robes: Look cool. Way better then anything else in the game. Enchanted already... face palm. Weak enchanment too no less. only 75% magicka regen. 93 if your a vamp.
Miraak's robes: Look cool. cant upgrade the gloves or boots with smithing. all combine to give you 25 spell absorb. Affected by necromage perk if your a vamp. Gives a non vamp a chance to have 100% spell absorb. Still that takes up alot of enchantment slots. The tentacle burst from the robes does stagger foes when you get hit. useful for a mage in melee. Combined with whirlwind cloak, gives you a much higher chance of pulling off master level spells.
ahzidals ring of necromancy: cool in theory, but useless in reality. Your reanimated corpse has to get targeted in melee and hit for the frost explosion effect to trigger. Unfortunatly, by the time your raiseing corpses you are the one being targeted, not your zombie. I've not seen it work once yet.
New masks: give a 50% elemental resist and a 25% elemental damage boost. Nice for an armored mage.
New enchantment: Chaos. MAGES A MUST HAVE! If you have to resort to melee for any reason, haveing this on a dagger is amazing. 50% chance to cause fire frost and shock damage. With max enchant and destruction perks, and vamirism the magnitude was 91 dam for each element! A tad overpowered lol but awesome non the less.
Thats all i can think of for right now let me know if i'm wrong on anything and ill edit.
First off... the new spells.
Ash rune: Acts much like paralyze except that it seems to be more effective (as in more likely to affect the target.) With a notable difference... Creatures struck my this spell are also unable to be harmed. Tactically this is quite useful if a little annoying since it lasts for 45 sec.
Whirlwind cloak: all i have to say is.... THANK YOU BETHESDA! Finally makes a pure mage on higher diff more viable and less frustrating. In essence the spell has a pretty good chance of knocking opponents in melee range back. Its basiclly a continuous 'fus ro dah'. I find it far more useful then the flesh spells.
Frenzy rune: Nice aoe frenzy spell. downside... doesnt seem to be effected by the vampire's 'Champion of the Night' ability. so duelcast should cap it at a 44lvl effect.
Poison rune: worthless at high levels. nuff said. 300 dam across a 30 sec period. Maybe useful for a drawn out boss fight, but easier to just smash with incinerate.
Ash Guardian: seems pretty powerful. Thankfully isnt prevented by spell absorbtion. downside. requires a heartstone in your inventory, and will stay were you summon it. has no follow script.
there are other new spells, but non really proved exciteing or more are less usefull then spells we already had.
In regards to the black book abilities....
Episolary Acumen: Modifies your dragon shouts depending on which of the three you pick. I personally dont use any of the 3 shouts so didnt impress me. In a nut shell, if firebreath kills- summons a fire wraith. Frostbreath freezes instead of slows. Unrelenting force does more damage and can disintigrate foes.
Filament and Filigree: greater power that decreases dam (by half)/spell cost(100%) / stamina cost (100%) for 30 sec
The Hidden Twilight: either heals all/ locks an opponant in an ethereal state for 30 sec/ or summons a field of poisonous tentacles. all situational use.
The Sallow Regent: A must have. Makes all mage/ thief/ warrior skills 10% more effective. In the case of mage, reduces spell costs. so combined with archmage robes and crown of savant could potentially reduce cost of all spells by 30%. Also increase enchant by 10%
Untold Legends: Summons a localized drum that buffs stamina regen. Doesnt follow you. or summons a butler to carry stuff. or a merchant with only 500 gold. Prefer the butler. the others are not much use. The abilites can be used an infinite number of times.
Wakeing Dreams: Allows you to reset perks for the cost of one dragonsoul for each skill reset.
The Winds of Change: Essentially lets you throw spells, shouts, and weapons at will without fear of hurting your companion. Does not work outside of combat. or lets you gain 2 points when you read a skill book. usefull if your not already capped out. i found about 20 skill books going through the dlc. an extra 40 skill points is always good. The last is 10% more dam and 10% better prices from opposite sex. If your asking around raven rock when you get to solstiem this is likely going to be your first book.
New items:
Telvanni robes: Look cool. Way better then anything else in the game. Enchanted already... face palm. Weak enchanment too no less. only 75% magicka regen. 93 if your a vamp.
Miraak's robes: Look cool. cant upgrade the gloves or boots with smithing. all combine to give you 25 spell absorb. Affected by necromage perk if your a vamp. Gives a non vamp a chance to have 100% spell absorb. Still that takes up alot of enchantment slots. The tentacle burst from the robes does stagger foes when you get hit. useful for a mage in melee. Combined with whirlwind cloak, gives you a much higher chance of pulling off master level spells.
ahzidals ring of necromancy: cool in theory, but useless in reality. Your reanimated corpse has to get targeted in melee and hit for the frost explosion effect to trigger. Unfortunatly, by the time your raiseing corpses you are the one being targeted, not your zombie. I've not seen it work once yet.
New masks: give a 50% elemental resist and a 25% elemental damage boost. Nice for an armored mage.
New enchantment: Chaos. MAGES A MUST HAVE! If you have to resort to melee for any reason, haveing this on a dagger is amazing. 50% chance to cause fire frost and shock damage. With max enchant and destruction perks, and vamirism the magnitude was 91 dam for each element! A tad overpowered lol but awesome non the less.
Thats all i can think of for right now let me know if i'm wrong on anything and ill edit.