QUOTE(deltawolf @ May 18 2006, 08:34 AM)
There are some spells called "bound XXX" eg "Bound Dagger"
What does it do? (What does the "bound" mean?)
Well, although the answer's already been given, it's worth further noting that no, in
Oblivion, "bound" weapons DO NOT fortify your skill while equipped, like they did in
Morrowind. They simply are really powerful, non-magical daedric weapons. They happen to be entirely weightless, and in some cases, actually deal MORE damage than daedric weapons, making them the most powerful weapons in the game.
Also, do note that if you de-equip a bound item, it tends to immediately end the effect.
QUOTE(deltawolf @ May 19 2006, 02:15 AM)
Another spell question:
when you cast somthing like "Drain 10 Health" for 10 sec. Does it drain 10 healt in 10 sec, or 10 health for 10 sec = 100 healt?
As Rane explained, it is like a "temporary damage."
On first glance, it may look like it stinks, because unlike "damage health," after a short while, that damage "heals" itself automatically!
However, it DOES have its advantages... First off, it's dirt cheap, so a 1-second "drain health" effect can be made for 100 points, and it will work like a "death spell;" if that attack pushes their HP to 0 or less, they die, and they do NOT recover that health!
Additionally, it's also worth using it against mages, and other enemies that can heal themselves. While, when the "drain health" effect expires, they recover the lost health, BEFORE then, NOTHING can bring the health back! It's like temporarily lowering their maximum HP.
QUOTE(deltawolf @ May 19 2006, 05:44 AM)
I was actually refering to the Absorb spell, forgot it was called that
If you enchant an item with absorb 10 health for 10 sec, it should then absorb a total healt of 100, which would be the same as absorb 100 health for 1 sec (except it would do it in 1 sec)?
As Rane explained, absorbing health, magicka, and fatigue works just like damaging or restoring it; you absorb an ADDITIONAL 10 points per second, in that case, so it's a total of 100 points. Note that unlike the instruction booklet might suggest, you CANNOT exceed your maximum health, magicka, or fatigue from this effect; the booklet is talking about absorbing attributes or skills.
QUOTE(Olav @ May 22 2006, 07:38 AM)
Hmm... Sounds like a blade with Absorb Health enchantment will make you pretty über, provided you get in a few hits every now and then. Same with spells and bows for that matter. Have to try this. Never used Absorb Health...
Yes, that was quite popular in
Morrowind, and why the best weapon in the game was the "black hands dagger," (got from the Morag Tong faction) which, if memory serves me correctly, absorbed 15 points of health, per second, for 30 seconds.
This also worked well simply with spells; Mysticism was BY FAR my favorite skill in
Morrowind, with the "absorb health" effect being one of the chief reasons. Since then, though, they moved that effect to restoration in
Oblivion, and made it, in spells, touch-range only.
That, and the removal of any sort of teleportation spell, made mysticism effectively gutted and worthless; spell absorbtion, as well as reflect effects, might be worthwhile to use, but are incredibly expensive.
QUOTE(Topito @ May 27 2006, 12:58 PM)
i have my two rings+amulet+shield with something called "damage xx%" for instance i might have something like 70% of "damage", this means 70% of the attack someone does to me goes back to him, its pretty wiked to see enemies going down by themselves for no apparent reason

in adition these skill are paired with the equivalent of phisical damage in a spell. So not only they damage themselves, i have some chance of "redirecting" any spell cast on me. Useful indeed...

You mean "Reflect Damage?" Yes, that's pretty powerful. It's also why daedra can be particularly annoying in combat; most of them have an innate "Reflect Damage 10%" (or more) effect. Hence, it's much easier to dispose of them using lightning spells. (as daedra, save for storm atronachs, take +20% damage from shock-based attacks)
The real shame, of course, is that no sigil stones carry "reflect damage" as their ability, and while you CAN gain spells to grant "reflect damage," they are, by default, not allowed when making your own magic items.