General Questions.

Kamikazie

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Just thought that it would be a good idea to make one thread for all most of the general questions.

as for my question, does anyone know where to find the Thieves Guild in Imperial City? been searching for a long time and no luck ;(
 
Did you try the water front section of the Imperial City? I mean, I haven't found it either, but its worth a shot if you haven't checked there already.
 
does anyone know how to beat that pesky painting quest? the one where you have to find who's responsible for the countess' missingn painting??
 
Please put spoiler warnings before mentioning quests and quest answers.
 
*** SPOILER WARNING - Thieves Guild ***






To join the thieves guild you must either:

a) Steal something, get caught, go to jail. When you get out, someone from the thieves guild will talk to you and give you a note with instructions on how to join.

b) Read the "Wanted" poster for the Grey Fox in the Imperial City, talk to the beggars (give them gold until they really like you) and ask about the Grey Fox.
 
Raziaar said:
Please put spoiler warnings before mentioning quests and quest answers.
bah. thats what i forgot in the title...mods :E
 
Levitation, Mark, and Recall spells have been removed - Wikipedia

and i didnt play Morrowind so i dont know if any new spells are in or not :\
 
yeah I know levitation was out...too bad it was one of my favourit spells, but I can see why they did it, way to easy to abuse and the AI was horrible at dealing with a levitation character with ranged weapons.

I guess there's no real need for the mark and recall spells now that we have instant travel to most key locations...
 
Hm... how do you drop items onto the ground (I have PC version)? I was playing Morrowind earlier and it used to be just click-and-drag but this is different, any help? :/
 
AiM said:
Hm... how do you drop items onto the ground (I have PC version)? I was playing Morrowind earlier and it used to be just click-and-drag but this is different, any help? :/
Make sure you have enough room, then click-and-hold on the item in your inventory... then, to drop it you either let go of the mouse button (sometimes it works) or hit the grab/release button (default is Z, I think).
 
AiM said:
Hm... how do you drop items onto the ground (I have PC version)? I was playing Morrowind earlier and it used to be just click-and-drag but this is different, any help? :/



just shift click the item ..when you come out of the inventory menu the items drop
 
When you hit T to select how long you want to rest for, the time is displayed.
 
here's some informative stuff from a shacknews reader:


This is mostly useful for newer players, or people who hate reading the manual, or fps zealots come to slay every living thing in Cyrodill, but I figured there might be a few useful tidbits in here

Character building:

If you're doing a custom class, don't pick and choose your Major skills out of some vague conception of 'how to owninate Oblivion'. Any combination of skills, race, and birthsign can finish the game - though it may be harder for some than others :P

Leveling up occurs when your Major, not your Minor skills increase. For this reason, you should choose Major skills that are near what you want to DO in the game. This is true in broad strokes for Combat/Magic/Stealth skills (ie, if you want to fight stuff, pick Combat skills), but it's important that you pick skills that are directly inline with what you enjoy doing.

If you love questing, talking to NPCs, and towns, you should have Speechcraft, if you just want to bash things, you should have combat oriented skills - but keep in mind that if you pick say, Blade, Hand to Hand AND Blunt, all three must be increased to gain levels. It may be wiser to simply pick one and use the two extra skills to flesh out your character (Athletics and Acrobatics are both useful for a combat character, so is Stealth, so is Armorer, and so on).

This also applies to magic skills - while my character is a pure Mage (all six schools + Alchemy), it is far from necessary that you load up your character with multiple schools of magic. Usually one or two is enough for most characters to get just the spells that really complement their abilities.

For example, Illusion is absolutely fantastic for any sort of Thief or Assassin type character - Calm monster stops a monster from attacking you COMPLETELY - you know what that means. Back up and shoot him in the head with another poisoned arrow, or move behind him and hit him with a power attack while he stares blissfully into space. On top of that, Illusion contains Chameleon (enhancing your stealth) and Night Eye (allowing you to sneak up on enemies in pure darkness without giving away your location with a torch or a light spell).

Look over the example spell types in the manual and pick the school or schools that have powers that supplement your other abilites, or fill holes in your character. For example, many players may take Restoration to heal, except you can get the same effect with Alchemy, which also gives you money making via sold potions, buff potions, and poisons for your weapons (a damage poison critical hit from a distance is lethal, and fatigue draining in melee is always fun against tough melee foes)

Choose your Race and your Birthsign to aggressively enhance your abilities. My Mage is a Breton under the Mage birth sign, and he's sitting at 300 Magicka at 17th level (and higher power spells take even more Magicka than that just to cast once!). The game seems to be built with some flex to sponge up some of your powergaming in terms of character building, not to mention enchanted gear later on, so be careful about spreading your bonuses over many areas that may not support your primary skills.

The stats you gain on levelup are determined by the abilities you used during the course of gaining that level - including your minor skills. So if you want to up your Endurance, make use of Armorer, Heavy Armor, and Block, even if they aren't your major skills.

Luck has no tied attribute, so if you want to raise it, make a commitment to raising it every level, and choose a starting character type that has boosted Luck.

Combat and gear:

Your Fatigue regenerates faster if you are walking than running (until your Athletics gets VERY high, which can take bloody forever if it's not a Major skill).

You move slower with a weapon out (sheath that weapon if you're running like a girl as a Marksman or Mage!), and slower still while blocking.

Larger weapons do a better job of breaking through a persons guard, as do power hits. Shields do a better job of blocking than parrying.

Fighting in the dark sucks - either use a one hander and a torch, or preferably, get a Light spell from the Illusion school. They are short duration at low levels of power (ie, your average sword swinging brute with no Illusion skill), but you don't need much time to beat people down in melee. Once they're down you can go back to sneaking around in the dark, or using a torch to see. Light spells are for combat, Night Eye is for sneaking...

Enchanted weapons (or staves for that matter) drain their charges on hit. For this reason, fewer hits for a kill is preferable - that means power hits if possible, though you need good Fatigue (max and regen) to do this.

To recharge your enchanted weapons, you need to either take them to a Mage's Guild representative and pay and arm and a leg, or acquire Soul Gems (usually sold at Mage's Guilds, though you can find them in other places) and fill them with souls. To trap a soul, acquire the Soul Trap skill from the school of Mysticism and cast it on a foe just before they die. It can be used by even players with a low Mysticism skill. The power level of a trapped soul determines how many enchantment points are restored to a weapon.

Enchanted armor never uses up enchantment points, and still works even while broken

You cannot repair enchanted gear until your Armorer skill reaches Journeyman level - which can take a looong time if you don't have Armorer as a major skill.

Magic:

To perform Spellmaking and Enchanting, you need to join the Mage's Guild and run errands for them for awhile until they're willing to grant you access to these specialized services, located at the Imperial Arcane Repository Of Weedy Casters, just southeast outside the Imperial City.

If you're playing a pure caster, get Conjuration, end of story. The summoned allies are immensely power, and take the heat off of you, giving you the time to nuke away. Not to mention you get some nice conjured gear for tough fights...

Destruction combat magic does not harmonize well with melee combat - you can either cast a damaging spell, or take multiple melee swings in the same time span - Destruction's armor and weapon destroying, and resistance draining for enchanted weapons are somewhat more useful. Restoration's drain life touch spells fit in a bit more comfortably, as do Illusion's Calm and Paralyze.

Increasing the damage of direct damage spells becomes increasingly more expensive - sometimes as much as three or four times the cost in Magicka to cast a spell that only does twice as much damage. For this reason, pick up the drain resistance spells and use them before unloading with expensive damaging spells to get more bang per point of Magicka. A cheaper spell that fits within your Magicka limit and regen rate is the one you should be using as your bread and butter damage spell.

Alteration is useful for physical defense, Mysticism for magical defense. Both have useful utility spells. Restoration has buffs and defensive spells, as well as nice drains.

Detect Life, from the Mysticism school is awesome for stealthy characters, as it allows you to spot living things through walls, before you move into line of sight - this lets you move around in dungeons fast, then sneak when you know a target is coming up. It also lets you spot invisible or camoflaged enemies...



I have seen some reports that Argonians may be hosed power wise. Exactly what this means I am not sure, but I've seen multiple posts from people here and on the official forums stating that they were having a VERY hard time in combat as an Argonian. Needs some

To create poisons with Alchemy, just make a potion that has NO positive effects. Yes, those Damage Health effects on items are good. Click on them to apply them to your melee weapon or bow. They are only good for one hit, but many of the effects are very potent, including draining Health, Magicka, Fatigue, stats, skills, or other nasty effects (Silenced x3 ranged crit on a caster npc before you move in? Paralysis melee hit? Yes please!)

To use that silly pursuasion wheel effectively, just make sure that you get the smallest wheel slice on their strongest negative reaction (the frown), and the largest wheel slice on their strongest positive reaction. If you're forced to choose, always go for the smallest strong negative, as it has a greater negative effect than the positives. Raising your Speechcraft to just 25 lets you rotate the wheel once, which helps finesse the results. Once their disposition is maxed, you can raise it a bit higher by bribing them, though this can get pricy.

A persons disposition affects what rumors/quests/comments they may mention to you - this is necessary for some quests, and important to find some info they may not have told you otherwise for general npcs. For merchants, disposition affects how hard you can haggle (in combination with your Mercantile skill)

Haggling with merchants is remembered. That is, whatever haggle level you settle on, it stays that way when you come back to the merchant later. Should your Mercantile or Speechcraft skills increase, try bumping it up another few %. As a general rule of thumb, getting the sell % price to near their disposition seems to work, but watch out for their Mercantile skill - some merchants are tougher to haggle with.

To get the optimum price, drag the slider to roughly where you think they'll accept it, then knock it down about 3 notches at a time until it succeeds. Keep in mind that every time you fail to haggle, their disposition drops a point. However, this is made up by repeated transactions once it is in place - they like acquiring items or gold.

Bring along Personality, Mercantile, and Speechcraft buffs, as well as the Charm spell before you go on a selling spree.

Raising your Mercantile skill enough allows you to invest in specific stores, raising their maximum purchase limit - letting you sell off those pricy pieces of gear for a larger % of their true value.

Any time you see a red icon when targeting an item or object, it is an illegal action. To steal an item, or pickpocket a person, go into stealth mode and perform the action. No guarantees! Guards have a universal orbiting guard satellite station, and they can and will beam down suspect information about your ugly mug should you commit a crime or wander around with stolen goods (or a horse). Find a reliable fence and ditch your stolen stuff asap. Gold however, is untraceable...

Lighting, boot weight, and spell casting (the light and noise from it) can all alert enemies to your stealthy tricksiness. If you can't approach a target easily, hit them from range with a bow shot. Make a habit of sneaking up on hostiles to get your Stealth skill up, even if its just a single target.

Skills gain new abilities and powers as they reach breakpoints - 25, 50, 75, and 100. There's usually some penalty at unskilled (1-24)

Remember that the difficulty of the game increases as your character gains levels. So yes, you could sit in your inn room casting spells to level up as a caster - but you aren't acquiring more gear or spells
 
What's the easiest way to get a horse? I went to the stables in the capital, but they were eating their horses I got the impression. A couple of 'em broke free but I haven't been able to find any.

Oh, and great informative post btw, Stern.
 
well, you can always steal them...havent been able to buy them yet though :\
 
You get a horse right from the start... well, a couple hours in from the manor.
 
After you close the first gate with the heir in it and come back. The manor is under attack and you follow the guy to see if the amulet is still there. It isn't. You three head outside (with the guy saying, "You can take this horse, the owner won't need it anymore ... he's been killed." You hop on and then it follows you where ever you go, even if you fast travel.) and head to the safepoint (the Blades place... Cloud something).
 
THANKS A LOT Q YUO'VE JUST RUINED THE MAIN QUEST FOR MEH

but seriously, put spoiler warnings before your posts.
 
SPOILER:






You can get a horse by going to the place with the monks, at the near beginning of the game. After you talk to the monk you seek, talk to the others and ask them for assistance. They'll let you use their horses... which the horse goes with you whenever you fast travel somewhere, even if you lost the horse.
 
bvasgm said:
THANKS A LOT Q YUO'VE JUST RUINED THE MAIN QUEST FOR MEH

but seriously, put spoiler warnings before your posts.

Main quest? It's 2 hours into the game. Wee.
 
SOME OF US DON'T DO THE MAIN QUEST RIGHT AWAY SOME OF US DO FUN QUESTS LIKE OH I DON'T KNOW THE THIEF'S GUILD!!

But yeah, not everyone tackle's the main quest right away. Come to think of it, I never even met with the first guy you're supposed to go to in Morrowind...
 
If you even bothered with the main quest, it'd take two hours. I'm not very far in the main quest myself. I just finished a longass quest and didn't reap much reward. Meh, still fun though. It's not anything extreme; you get a horse. (But Sonic's [Dumb Dude] horse... disappeared, rofl.)
 
Qonfused said:
If you even bothered with the main quest, it'd take two hours. I'm not very far in the main quest myself. I just finished a longass quest and didn't reap much reward. Meh, still fun though. It's not anything extreme; you get a horse. (But Sonic's [Dumb Dude] horse... disappeared, rofl.)
Yeah! It just went away.....but I found me a new one.
 
In which you shot arrows into... ... ... ... ... ... ... ... ...
 
About the Theives Guild. I found it on accident in the Waterfront near the shacks towards the back late at night. There were three people standing close to eachother, the middle guy was the leader/recruiter. I'm guessing they only meet late at night in that spot.
 
Kamikazie said:
has anyone ran into the vampires yet?

I've killed a bunch of them. At one point when I was fighting one it said I got a disease of some kind. I dunno if it was a precursor to becoming a vampire but I immediately went to the nearest chapel and prayed to cure my diseases/ailments because I didn't wanna be a vampire...not yet anyways :D I'll save that for later

As for horsies, the multiple ways people have said work fine or you can buy one. I just bought a black horse (fastest in the game) for 5k.
 
AmishSlayer said:
I've killed a bunch of them. At one point when I was fighting one it said I got a disease of some kind. I dunno if it was a precursor to becoming a vampire but I immediately went to the nearest chapel and prayed to cure my diseases/ailments because I didn't wanna be a vampire...not yet anyways :D I'll save that for later
where did you find them?
 
***SPOILER***



I am trying to get into the thieves guild, but the other person competing against me gets the diary first, and I have to steal it from her. Is that the way its suppose to go? or is it just a option if you dont get it before her?
 
ktimekiller said:
***SPOILER***



I am trying to get into the thieves guild, but the other person competing against me gets the diary first, and I have to steal it from her. Is that the way its suppose to go? or is it just a option if you dont get it before her?
:eek: ***SPOILER*** :eek:





thats what supposed to happen, hmm, i dont think i should tell you how to get it though...if you want to know just PM me i guess
 
well, im leaving so i PMed it to you, dont read it if you want to do it by yourself, just didnt want to leave you lost :)
 
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