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!"

Personality is my dump stat.

Potions[edit]

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!

Stuff I have tested[edit]

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... All results should be correct for version 1.2.0416, which was the latest at the time of this writing.

  • Armor and weapons show their actual ratings adjusted to your skill and their condition - 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 for improving skills on your own. Skill level-ups always check accumulated experience against your base skill. However, draining skills does work for reducing the price of skill training from trainers, as those check your modified skill. This allows you to train from trainers beneath your skill level. Similarly, trainers who should be able to train you won't if your skills are fortified past their level.
  • 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 without mods.)
  • Staff of Everscamp does not truly alter base Speed for purposes of leveling up: when you level, you gain speed relative to your real base level, so you cannot gain more than 100 speed through leveling with the Staff of the Everscamp and removing the Staff later. Confirmed by leveling up with speed skill increases and speed at 100 (effective 80 with the staff), and I can finally get rid of these annoying everscamps.
  • Identical poisons do stack. Tested by administering two doses of poison in quick succession to a specimen that can't be killed by one. Verified by administering two doses of poison with sufficient time for full effects between them to the same subject, noted subject died moments after administration of second dose. Controlled by administering one dose of poison and one non-poisoned dagger-strike to the same subject, noted that it didn't die. When administered a double-dose of venom, specimen died in somewhat less than the time it would have taken for one poison to wear off. Test specimen was a wild brown bear, deadric dagger, 6 damage for 24 seconds poison. Animals were harmed in this test, but then a quicksave game was reloaded and the bear was allowed to wander wild, free, and unhurt in its natural habitat.
  • Acrobatics can be trained with spells of "Icarian Flight", but this is not practical in the unmodded game. Make a spell to fortify speed and acrobatics momentarily, and a spell to drain acrobatics completely and fortify health for safety. Cast Icarian Flight, jump off a cliff and have the spell wear off in midair, then cast Icarian Fall 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. Note: It seems like the difference in falling damage is very small, only a few HP even between 0 and 70 acrobatics. However, this is because in the unmodded game Acrobatics has very little impact on fall damage. In the Unofficial Oblivion Mod, Acrobatics has a more significant effect, and when it is drained I take significantly more damage between 0 and 90 Acrobatics. This does significantly increase the rate of Acrobatic skill improvement.
  • A wearable item enchanted with a "disintegrate" effect can be repeatedly removed and worn to damage your armor or weapons while in the inventory screen. It will count as becoming equipped each time you wear it, even if you do not close the inventory. This is a quick way to train Armorer skill without also training Destruction. However, a worn item with this effect will not eventually reduce weapons and armor to nothing: the item only disintegrates weapons and armor each time it is worn. This is because the disintegrate effect ignores duration: even though the effect is continuous (and shows up in your active spell effects) it only does anything the moment you gain the effect.

Stuff I still need to test[edit]

  • 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. Update: It looks like the spell needs to be active when the arrow is released, not when it hits the target, as it will still kill the target when it wears off in midair, but it is difficult to shoot from far enough away to cast the spell while the arrow is in flight. I should do the latter test and repeat it a few times just to be sure if there's a difference. The test subject was a wild troll, daedric bow, silver arrow. (It dies with one sneak attack with Sureshot but not without.)
  • Does Weakness to Normal Weapons affect the damage done by enchanted, deadric, or silver weapons? Does it increase the damage they deal to creatures with an innate resistance to normal weapons?