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Target Effect Glitch


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#1 Nimandir

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Posted 19 December 2004 - 09:08 AM

Just thought I'd mention it sense I just joined this forum. I guess I'll post some examples:

Permanent Paralyze Dagger

Cast when Strikes:

Fortify Strength 0pts for 1 second on target
+
Paralyze for 1 second on touch

Upon a successful strike, the enemy will be permanently paralyzed.


Perma-Fortify Attribute Spell:

Fortify Strength 0pts for 1 second on target
+
Fortify (Desired Attribute) 100pts for 1 second on self

Cast that directly at the ground for the effects to be permanent.


Perma-Fortify Skill spell:

Fortify Strength 0pts for 1 second on target
+
Fortify (Desired Skill) 100pts for 1 second on self

Cast taht directly at the ground for the effects to be permanent.


SR71's Super Scimitar

In Parenthesis - Actual damage due to interaction with Target Effect and/or 200% Weakness to Magicka.

T - Target Effect - Doubles all permanent effects, or makes all temporary effects permanent. Does not influence any Target range spell effect (only Touch or Self range effects).
W - Weakness to Magicka - 200 pts = Triple the points of accompanying magicka effect(s) in the enchantment formula.
SuperScimitar (Ebony Scimitar 79/80 EP)
Cast When Strikes
Damage Health (permanent effect)
Range: Target
Magnitude: 3 to 1 * (6 - 9 pts from W)
Duration: 1
Area: 1
+
Drain Health (temporary effect)
Range: Touch
Magnitude: 27 to 26 * (81 pts from T + W)
Duration: 1
Area: 1
+
Weakness to Magicka (temporary effect)
Range: Touch
Magnitude: 100 to 100 (200 % from T)
Duration: 1
Area: 1
+
Absorb Health (permanent effect)
Range: Touch
Magnitude: 100 to 99 * (600 pts from T + W)
Duration: 1
Area: 0

* First enter the effects with 0 to 0 Magnitude, then re-enter and set the specified Reverse Variable Magnitudes using the (B) button to exit each effect. Make sure the first effect still has Target for the Range. The enchantment description will not read correctly until after you have finished creating the enchantment.

Does 688 to 733 pts first strike, and nearly twice that on the second strike (because the 200% Weakness to Magicka from the previous strike is still in effect).


SR71's Oblivion Blade

This is just a special effect SuperScimitar that causes the subject to vanish in a blinding ball of swirling magic effects. The enemy dies, but the body is invisible. I do not recommend it's use for serious game-play.

Oblivion Blade (Ebony Scimitar)
Cast When Strikes

Fire Shield
Range: Touch
Magnitude: 0 to 0
Duration: 1
Area: 2
+
Shield
Range: Target
Magnitude: 0 to 0
Duration: 1
Area: 2
+
Shock Damage
Range:
Magnitude: 2 to 2
Duration: 1
Area: 2
+
Invisibility
Range: Touch
Duration: 1
Area: 0
+
Weakness to Magicka
Range: Touch
Magnitude: 100 to 100
Duration: 1
Area: 0
+
Absorb Health
Range: Touch
Magnitude: 100 to 100
Duration: 1
Area: 0

#2 Nimandir

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Posted 19 December 2004 - 09:17 AM

Pacifistic Staff (Steel/Wooden Staff)
(Perma-calm Humanoid/Creature)

Cast When Strikes

Restore Health
Range: Target
Magnitude: 4 to 4
Duration: 1
Area: 0
+
Calm Humanoid/Creature
Range: Touch
Magnitude: 100 to 100
Duration: 1
Area: 0


Arrow Duplication Trick

To duplicate arrows you must have at least 6 of them. However, 5 or less may be re-used, again and again, by following the same process listed below.

You'll need arrows (6 or more), a bow, and a sword (or, other non-marksman weapon).

1. Enter the inventory menu.
2. Equip the arrows to be duplicated, and the sword.
3. Shift the inventory display to "Misc." using the tab at the top of the inventory menu.
4. Exit the inventory menu.
5. Hold down the X button, then pull the R or L trigger to select the bow.
6. Enter inventory menu to make sure that the sword is still showing as equipped in the character image (Otherwise, it won't work, and you must redo steps 1 through 5).
7. Exit the inventory menu.
8. You may now shoot the creature/victim(s), and you may shoot up to as many arrows as you have equipped in your inventory, without actually using them.
9. When you have finished shooting, switch your inventory menu display back to "All", and drop all of the arrows (that still show up as being in your inventory) on the ground.
10. Dispose of the dead creature/victim's corpse(s).
11. Notice that there are new arrows in your inventory now!
12. Pick up all of the other arrows that you dropped on the ground.
13. Un-equip bow, and repeat process.


SR71: "That is my arrow duplication adaptation of kamehakid9229's projectile duplication trick."


Throwing Stars, Knives, and Darts Duplication Trick

To duplicate Throwing Stars, Knives, and Darts you must have at least 6 of them. However, 5 or less may be re-used, again and again, by following the same process listed below.

You'll need the Throwing "Projectile" (6 or more), and a sword (or, other non-marksman weapon).

1. Enter the inventory menu.
2. Equip the sword.
3. Shift the inventory display to "Misc." using the tab at the top of the inventory menu.
4. Exit the inventory menu.
5. Hold down the X button, then pull the R or L trigger to select the Throwing "Projectile" .
6. Enter inventory menu to make sure that the sword is still showing as equipped in the character image (Otherwise, it won't work, and you must redo steps 1 through 5).
7. Exit the inventory menu.
8. You may now throw the projectile(s) into the creature/victim(s), and you may throw up to 1 less than the total of the projectiles you have equipped in your inventory, without actually using them.
9. When you have finished throwing, switch your inventory menu display back to "All", and drop all of the throwing projectiles (that still show up as being in your inventory) on the ground.
10. Dispose of the dead creature/victim's corpse(s).
11. Notice that there are new throwing projectiles in your inventory now!
12. Pick up all of the other throwing projectiles that you dropped on the ground.
13. Repeat process.


SR71: "That is kamehakid9229's process, then was put into words, and further defined by myself."

#3 Tom

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Posted 19 December 2004 - 05:32 PM

Some nice tips, Ill have to try to get them to work on the PC version... About the permanent paralyse, if you put any effect with a fortify ability effect the first one becomes permanent, this can be exploited to get permanenet bound weapons/armor, permanent sanctuary, permanent levitation or jump etc...
Forward he cried from the rear
And the front rank died
And the general sat and the lines on the map
Moved from side to side.

#4 Archmage Silver

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Posted 23 December 2004 - 12:16 PM

...which shouldn't be used for serious game-play. Heh, though I'm sure that quite many of us have played the game to the limits where these lil' tricks just doesn't make much difference.

#5 Tom

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Posted 23 December 2004 - 02:40 PM

Well you can become so insanely powerful in the game that these sorts of things dont really matter anymore. They are helpful towards the stat if youre strugling, but after that...
Forward he cried from the rear
And the front rank died
And the general sat and the lines on the map
Moved from side to side.

#6 Nimandir

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Posted 23 December 2004 - 04:42 PM

If you perma-fortify your skills, the game skill sees your REAL skill's level when you want to advance.

In the Xbox version, there are a missing master trainer or two. Intead of perma-fortifying the skill, I usually just do this:

Fortify (Desired Skill) for 1 second on touch

Cast that on any trainer to make them a Master Trainer just long enough to train once per cast.

If you want them to BE a Master Trainer, I do this:

Fortify Strength 0pts for 1 second on target
+
Fortify (Desired Skill) 100pts for 1 second in 5ft on touch[i/]

This is tricky because your position has to be precise.

Step 1: Face the NPC

Step 2: Look directly at the ground

Step 3: Turn so when you cast, the target part of the spell just misses the NPC. If it barely misses them, the touch part of the spell will hit.

If that is too hard, you could just do this:

Cast when Strikes:

Fortify Strength 0pts for 1 second on target
+
Fortify (Desired Skill) 100pts for 1 second on touch


Then, make this enchantment:


[i]Cast when Strikes:

Fortify Strength 0pts for 1 second on target
+
Calm Humanoid 100pts for 1 second on touch


First hit them with the perma-fortify (desired skill) enchantment and then the perma-calm humanoid enchantment. After that, they will not attack you and you can continue with your training.

#7 Tom

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Posted 23 December 2004 - 06:57 PM

Well I dont use any of the permanent exploits, they seems kinda silly and unnecesary. A good tip which I do use is that if you want to use heavy armour without the restrictions just make an item with a constant effect which regenerates the abilities that the armour decreases (agility and speed, IIRC.)
Just add restore agility 1 on self and restore speed 1 on self. Should cost ~15000 gold to have the item made, or you can make it yourself. I usually add in a restore health 1 on self for constant regeneration (ends up costing ~25000 gold this way - not a lot in the greater scheme of things)
Forward he cried from the rear
And the front rank died
And the general sat and the lines on the map
Moved from side to side.

#8 Archmage Silver

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Posted 24 December 2004 - 02:02 AM

Heh, not too expensive, no. Heavy armor is my primary armor anyway; just couldn't stop using it since... erm... since I started to use heavy armor with my fighters which was *some* time ago.