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Posted 20 hours ago

Master of One

£7.495£14.99Clearance
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ZTS2023
Joined in 2023
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About this deal

Juggernaut - Heavy armor protects 20/40/60/80/100% more, but light armor protects 0/10/25/50/100% less. The radius of resonance is very small at low ranks, so it may seem to activate stochastically depending on precisely how far away enemies are, but at high ranks it effects enemies at moderate distances and is more reliable. Necromancy - Reanimated minions last 50/100/150/200/250% longer, but summons lose 0/10/25/50/100% duration. Conjuration conduit - Conjuration spells cost 25/40/50/57/62% less to cast, but you gain a 0/2/5/10/20% weakness to magic. Illusion conduit - Illusion spells cost 25/40/50/57/62% less to cast, but you gain a 0/2/5/10/20% weakness to magic.

Jail break, Heist and Treasure hunting through ancient Fae ruins! I love the descriptions of the Castles. The decrease in potion efficacy from snake blood is visible in the inventory view of potions, but it only affects the player, so potions will still affect NPCs and follows and you can sell them at regular prices. Three new mage armor perks have been added to Alteration, replacing the transmute perks: stone fist, carapace and beast of burdenThe tempering system works by taking your skills and perks and using these to calculate your tempering ability, and rounding this down to calculate the tier to which you can temper gear. As such, taking a perk, or leveling smithing, doesn't always immediately increase the tier to which can temper gear and you may need a few skill increases before the effect of a perk becomes apparent. Still, in the long run, taking perks will increase your tempering ability. This is most clear once you get to skill level 100. Here are some examples (excluding enchanted items for simplicity): Mage armor - Armor spells are 100/200/300/350/400% more powerful, but worn armor is 0/10/25/50/100% less effective. The spell enhancing effects of regeneration will not show up in the spells' descriptions, but they will be shown in your active effects list when you cast the spells.

Easy mark considers an NPC to be aware of you if they currently detect you or if you are in their line of sight.MCM to respec your character. The double-edged nature of these perks means you may regret your choices! As such, the MCM lets you remove any chosen perk at any time and regain your perk points. This also means you can totally rebuild your character. Lastly, the MCM also lets you change the skill requirements for all 5 ranks of the different tiers of perks. Speech concentration - Buying prices are 10/20/30/40/50% better, but spells are 0/2/5/10/20% less effective. The light threshold for chameleon is 50, so daylight and even clear moonlight will avoid the speed debuff, but dungeons, caves and interiors will all trigger it. The stamina cost of deadly bash only applies when you bash a target, so bashing the air costs the regular amount. Conjuration offers three branches: bound weapons, summoning, and necromancy. Bound weapons deal moderate damage, but can be tuned to target either the undead the living or mages, just not all at once. Summoning and necromancy are in mild opposition too, but both allow you to enhance the offenses and defenses of your minions at a cost to yourself. The master level perk lets you control up to 6 minions at once, but they constantly take damage.

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