This is a list of spell merchants by their locations. Instead of listing every spell each merchant sells, this list simply denotes the number, type, and level of spells he/she sells. Click on the merchant's name to get a complete list of his/her spells and the times at which he/she will sell them. Aug 21, 2006 Ok, well Bravil is the town for getting hold of illusion spells (the magic art that chameleon is in) and in theory the mages guild there should have someone willing to part with a chameleon spell.
- Oblivion Chameleon Spell Vendors
- Oblivion Spells List
- Oblivion Chameleon Items
- Oblivion Chameleon Spell Location
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Chameleon | |
---|---|
School | Illusion |
Type | Defensive |
Effect ID | CHML |
Base Cost | 0.63 |
Barter Factor | 65 |
Availability (Click on any item for details) | |
Spells Custom Potions Built-In Potions Scrolls Sigil Stones Apparel |
Chameleon M% for D seconds
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Chameleon is a similar effect to Invisibility. The chameleon effect is not perfect, but it lasts for the entire duration of the effect, regardless of what actions you take. You become more difficult to see at a distance and in light, like a partial invisibility. As you approach 100% chameleon, you become so difficult to see that you can literally steal in front of shopkeepers in broad daylight. Take note that Chameleon does not make you silent: as long as you have less than 100%, creatures and NPCs can still find you, particularly by sound if you have a poor stealth skill or heavy boots.
- The percentage M refers to how well you're hidden. Chameleon actually reduces the range at which you can be detected, rather than the chance of you remaining unnoticed.
- Visually, Chameleon will make an actor slowly become more transparent as M increases, vanishing completely at 100%.
100% Chameleon
It is possible to combine multiple Chameleon enchantments to reach 100% Chameleon, causing your character, while performing any actions, to be visually non-existent and nearly completely undetectable. NPCs will only interact with you if they are scripted to by a current quest or if a guard is attempting to arrest you. Values higher than 100% are possible, but do not provide any additional benefit. With 100% Chameleon you are able to move freely throughout the game, killing, stealing, sneaking, and doing almost whatever you want without ever being seen or confronted. You are basically invisible to all living creatures or people within the game. However, you can still be damaged by items or traps.
To achieve 100% Chameleon:
- Enchant 5 pieces of armor or jewelry with Grand level souls, each with 20% Chameleon. To do this you must have:
- Access to the Arcane University's Enchanting Altars (or the Frostcrag Spire official plug-in).
- Access to the Chameleon effect. The most obvious way is to purchase and be able to cast the standard Chameleon spell, but this requires an Illusion skill of at least 50. Alternatively, you can obtain the Fingernail Moon greater power by activating the Shadow Stone.
- 5 soul gems with Grand level souls (or the equivalent using black soul gems or Azura's Star)
- 5 items that you want to enchant. You may want to enchant lightweight (or zero weight) clothing since most enemies will no longer detect you to attack, thus armor rating is no longer important.
- Some items found in-game that can be used in place of one custom enchanted item are: the Ring of Khajiiti from Meridia's quest (35% Chameleon); or, one of several items found in random loot that can provide up to 30% Chameleon.
- Alternatively, Sigil Stones can be used to enchant items without requiring access to the enchanting altar. 5 latent Sigil Stones (20% each) provide the same effect as grand soul gems. With ascendent stones (25%) or transcendent stones (30%) only 4 are necessary.
- Custom chameleon potions can be created, up to a maximum strength of 44% for 143 seconds. Depending upon your alchemy skill you can use potions alone or combine potions with a few enchanted items to obtain 100% Chameleon.
- It is possible to create a 15 second 100% Chameleon spell once you reach Expert level (75) in Illusion; at Master level you can make even longer duration spells, limited only by the magicka cost (at Master level, a 60 second spell costs 274 magicka).
- Combinations of the above. For instance, the Ring of Khajiiti and two items enchanted with transcendent Sigil Stones gives 95% Chameleon from just three inventory slots. A custom spell can then supply the remaining 5% with a 120 second duration for only 41 magicka.
- A long duration 100% Chameleon spell is cast by Volanaro during the Bruma Recommendation Mages Guild quest. It is possible to get the spell cast on your character, as detailed in the quest notes.
Notes
- This effect can be gained for spell making and enchanting via spells or the Shadow doomstone or birthsign.
- While you can kill a random person right in front of the guards and not be seen, if you try to pickpocket a guard and get caught or talk to one with a bounty on your head they will try to arrest you. However, if you 'resist arrest' you may then be able to simply sneak away, as the guard won't be able to see you to attack.
- Attacking with ranged magic can result in being detected in some quests (e.g., the Necromancer's Amulet quest). To become undetected again, leave sneak mode and run somewhere out of sight. The NPCs will go to the position you were at when you left sneak mode, and lose you.
- When going to fight in the Arena, the player will be detected once the gates come down. The above suggestion works in order to become undetected once more.
- Killing members of a faction you are in will still get you suspended or expelled.
- If you summon a creature, or have an NPC following you, they/it will still follow you regardless of your 100% Chameleon.
- Magic Traps will still fire at you.
- 75% to 95% Chameleon instead of 100% Chameleon offers more balanced gameplay. With low or medium sneak skill it is possible to be spotted, so it is still necessary to play the game tactically. At expert sneak you become virtually undetectable. You can walk right under people's noses in broad daylight as long as you don't interact with them. Most enemies will find you if you attack though.
- If you find it difficult to walk around without seeing your 100% Chameleon character, cast a Chameleon spell upon yourself. When the spell expires, you will become partially visible as if you're not 100% Chameleon.
- If you are sneaking when you attack, you will always get a sneak attack bonus with 100% Chameleon.
- Interestingly, with 100% Chameleon you will be undetected even when carrying a torch, which is useful at night or in a dark dungeon (even though torches count as a light source and will alter the effectiveness of sneaking).
See also
Sections:
- Sneak: Tips on how to sneak effectively
Verlag font mac. Related effects:
Alchemy Ingredients
The following alchemy ingredients can be used to make a potion of Chameleon:
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Obtida de 'https://pt.uesp.net/w/index.php?title=Oblivion:Chameleon&oldid=6966#100.25_Chameleon'
Last update: 06/06/2009 to 1.7Less Annoying Magic Experience (short: LAME) changes many aspects of Oblivion's magic, and has three main goals:
- making magic less annoying. Examples: Extend many spell durations, so that you don't have to recast some buffs every couple of seconds. Removing (some) spell book cluttering. Making spells http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameicons.jpg (thanks to riklund's 'Diverse Effect Icons'). Increase the power of formerly useless spells. Although LAME has many more features, this is it's core - a magic that just 'feels' right, and not like you're a rat in a cage tapping constantly a button.
- making magic more interesting, giving the player spells to look forward to. In Oblivion you get, when you master the next skill level, mostly the same spells with just a higher magnitude. Not anymore! An experienced Mysticism mage can http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamedetectdanger.jpg or use various teleport spells; an expert in Alteration can disrupt http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamemovement.jpgor http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamephasing.jpg for a couple of seconds; a master in Conjuration can http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamegateanim.gif or summon a http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamesummonsteed.jpg; a Restoration master can http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamespiritexodus.jpg to gain a powerful ally, an expert in Destruction can create http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamefrostfire.jpg, especially useful to block doors and tunnels with it.
- enhancing some magic schools, which weren't that interesting in Oblivion (like Mysticism). There are more than hundred new spells added. Mysticism now has a wide array of knowledge, teleport and http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameforcepush.jpg spells, Conjuration has http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamensi.jpg and much better summon behavior, Alteration can transmute various items into other items or uses (e.g. fletching and enchanting arrows from ingredients).
http://theelderscrolls.info/?go=dlfile&fileid=219
http://theelderscrolls.info/?go=dlfile&fileid=220
http://www.youtube.com/watch?v=XPaMKoilJyY
http://www.youtube.com/watch?v=W8FaqYfOQFo (Info: Gate opening animation wasn't yet included in this preview trailer.)
http://www.youtube.com/watch?v=-b8sQL4JEqE
http://youtube.com/watch?v=NzeJdIaT9vc
http://www.youtube.com/watch?v=IKzEpSHCiOI
And that's only a short summary. There's so much more. A 'nature summon' path for conjuration, which uses magic effects and are therefore available at the spell making altar, including new icons and a http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamense.jpg. A rebalance of various magic effects - while the duration of many buffs has been increased, some other magic effects like Drain Health or Charm aren't exploitable anymore. 'Level spells' like Frenzy scale now up to level 50. 'Light' isn't nuclear green anymore. Some special summons, which used to create only normal ghosts, are now truly unique: Dunmer are protected by a http://theelderscrolls.info/images/artikel/oblivion/krempel/news/avatar_firethingy2.png, and http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamespectral.jpg. Different http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameskelli.jpg don't look like one egg to another anymore. Self made permanent enchantments can now be nearly as powerful as those done with equivalent Sigil Stones (and not five times weaker). Summoned creatures don't attack their summoner as easily as before. A new take on sustained spells, which gives an old idea a new twist by requiring fatigue. Edgar sells really debatable 'discount' spells now. And even more..
It's not LAME's intention to make magic per se stronger, but more diverse and less annoying. In a way LAME makes magic more powerful - but only defensive magic, and that for all casters in game. Ever cast a bound weapon spell, ran to an enemy and that weapon has already disappeared due to it's 15 seconds duration? That won't happen anymore. But it won't happen to your enemies, too. Usually 'more powerful' only affects the spells' duration - they last longer, but their effect is not raised.
Also LAME comes with several additional modules, to enhance your magic experience even more - or taking care of some other magic related matters. They are not required, but recommended.
- Shader: This adds very many new http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameshaderalpha3.jpg. You know about the mods that make fire enchanted weapons actually burn? This is one of them. But it goes far beyond that - nearly http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameshaderalpha2.jpg have their own shader effect. Some even carried over to hit effects (like small sparks bursting from someone hit with a shock spell, or http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameshaderalpha.jpg when poisoned). (Standalone available, see http://www.gamesas.com/bgsforums/index.php?showtopic=840691.)
- SpellTomes: This plugin actually adds http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lamenotes.jpg These notes appear in various random locations, even some merchants. This was included for two reasons. On the one hand to include some dungeon diving rewards for mages, so that they don't have to buy all their spells. On the other hand to include a new way to get the new spells - usually they're only sold by a new spell merchant in Skingrad. Important: This module has, except it's name, nothing to do with the official DLC. Also when using it you have to rebuild your bashed patch.
- Paperchase: Instead of simply buying all new 'master' spells like Meteor Shower you have to find them! This module adds special 'notes' (like the above ones, but hand placed) into the world. But not only that - there are a lot of http://theelderscrolls.info/images/artikel/oblivion/krempel/news/lameriddle.jpg given, in many different forms, so it's much more a real paperchase than the 'find XYZ' quests in Oblivion which don't give any clues. This little quests has many. Hard ones, though. This module can be customized (depending if you want to have the spells buyable or not) with startquest paperchase . Oh and the riddles could make your brain hurt.
- StartingSpells: Usually you get predefined spells when you select a magic school. Let's say you select Conjuration, because you want to create a druid. Now you get a 'Summon Scamp' spell. Not with this module anymore, now you can actually choose which spells you want to have. To complete that example for Conjuration you can either pick nature, daedra or undead summons.
- ItemSigil: This balances out every single sigil stone and premade enchantment. Main reason for this is to remove exploits (or making them much harder to get, like chameleon 100), and to make some underpowered gear (mostly quest rewards) actually useful, and to balance things a bit more out.
- Bonus: This replaces nearly all of the various greater powers and fortify skill abilities you get as quest rewards with something that is, in my humble opinion, more useful - small permanent bonuses (like resist fire 5 and the like). Please use this only with MagicItemSigil, because that other module makes some important enchantments weaker, and without that this module may be a bit too much.
- AddEnVar: This is a small beginning of what will (hopefully) be a big mod in the future. It adds many new spells to enemy casters (around 50 this time), so they don't only use the same few spells over and over. I'm planning to expand it greatly in the future. Requires Wrye Bash. (Standalone available, see http://www.gamesas.com/bgsforums/index.php?showtopic=840691.)
Still interested? Here are some important things from the readme (full readme can be read at LAME's download):
1. INSTALLATION:
- put the bgMagicEV.esp and the bgMagicEV.BSA into your Oblivion/Data folder.
- important: To get the Shivering Isles exclusive spell you need to have Shivering Isles installed, and have at least heard from or found the Shivering Isles door. So Shivering Isles unnerfed plugins may cause you to not immediately being able to buy any new SI exclusive spells.
- unfortunately some mods (e.g. OOO) overwrite some new icons - therefore an unpacked version of the bsa file is now included. Use either- or. Both are a waste of space.
- the menu folder is NOT necessary - it rises spellmaking and enchanting limits, and is highly recommended.
- L.A.M.E. does require the 1.2 patch.
- L.A.M.E. does NOT require OBSE
- if you want an alternative script effect icon, unzip the texture folder from 'Alternate Script Effect Icon.zip' into your OblivionData folder. Unfortunately this great looking icon didn't work when packed into a BSA file.
- if you're using Supreme Magic, and you are loading LAME first, and you want to use the new summons from LAME: Only then (if you have answered every question with yes!) use the SM Conjuration Overwrite also. This has to be loaded after SM, of course.
5. COMPATIBILITY: You can use any mod with this. Although please be aware that one spell can only be affected by one mod. Example given you want to use this mod with Supreme Magicka. If you want to have SM's settings for spells (duration, magnitude) and only L.A.M.E's new spells, then load SM last. If you want to have SM's new spells and my settings for spells then load L.A.M.E. last. The new spell icons are included in a BSA to not accidently overwrite yours.
7. Acknowledges / Thank yous / Credits
- riklund for his new Diverse Spell Icons
- GlasMond for his additional new spell icons for the extra summons
- J3X for his nature summon effect (released as 'Better Bear Summon Effect'), for his better undead summon effect, for his better Turn Undead Shader (which texture also used in Mark Corpse), and for his Summon Oblivion Gate Mod (which was causing savegame bloating and had to be rewritten nearly completely, to be honest), and his animated weapons.
- Flyfightflea for Supreme Magicka - some spells and some additional spell icons were taken from it.
- LazyMonk for the Bound Arrow concept.
- madcat221 and Legion2k5 for their Script Effect Icon
- the team of cs.elderscrolls.com, without their excellent Wiki many things would have been impossible for me.
- jcd13 for his blue Will'o resource
- Umpa for his animations
- greenwarden, DeadlyAccurate and Thraxonas for testing
- Lazarus for the Skeleton Lord meshes and textures
- Contact: Either write me a private message at the official Elder Scrolls forums ( http://www.gamesas.com/bgsforums/index.php?s=&showuser=116004 ), in the TheElderScrolls.info forums ( http://www.multimediaxis.de/member.php?u=7727 ), or write an E-Mail to bg2408(at)web.de
- put the bgMagicEV.esp and the bgMagicEV.BSA into your Oblivion/Data folder.
- important: To get the Shivering Isles exclusive spell you need to have Shivering Isles installed, and have at least heard from or found the Shivering Isles door. So Shivering Isles unnerfed plugins may cause you to not immediately being able to buy any new SI exclusive spells.
- unfortunately some mods (e.g. OOO) overwrite some new icons - therefore an unpacked version of the bsa file is now included. Use either- or. Both are a waste of space.
- the menu folder is NOT necessary - it rises spellmaking and enchanting limits, and is highly recommended.
- L.A.M.E. does require the 1.2 patch.
- L.A.M.E. does NOT require OBSE
- if you want an alternative script effect icon, unzip the texture folder from 'Alternate Script Effect Icon.zip' into your OblivionData folder. Unfortunately this great looking icon didn't work when packed into a BSA file.
- if you're using Supreme Magic, and you are loading LAME first, and you want to use the new summons from LAME: Only then (if you have answered every question with yes!) use the SM Conjuration Overwrite also. This has to be loaded after SM, of course.
5. COMPATIBILITY: You can use any mod with this. Although please be aware that one spell can only be affected by one mod. Example given you want to use this mod with Supreme Magicka. If you want to have SM's settings for spells (duration, magnitude) and only L.A.M.E's new spells, then load SM last. If you want to have SM's new spells and my settings for spells then load L.A.M.E. last. The new spell icons are included in a BSA to not accidently overwrite yours.
7. Acknowledges / Thank yous / Credits
- riklund for his new Diverse Spell Icons
- GlasMond for his additional new spell icons for the extra summons
- J3X for his nature summon effect (released as 'Better Bear Summon Effect'), for his better undead summon effect, for his better Turn Undead Shader (which texture also used in Mark Corpse), and for his Summon Oblivion Gate Mod (which was causing savegame bloating and had to be rewritten nearly completely, to be honest), and his animated weapons.
- Flyfightflea for Supreme Magicka - some spells and some additional spell icons were taken from it.
- LazyMonk for the Bound Arrow concept.
- madcat221 and Legion2k5 for their Script Effect Icon
- the team of cs.elderscrolls.com, without their excellent Wiki many things would have been impossible for me.
- jcd13 for his blue Will'o resource
- Umpa for his animations
- greenwarden, DeadlyAccurate and Thraxonas for testing
- Lazarus for the Skeleton Lord meshes and textures
- Contact: Either write me a private message at the official Elder Scrolls forums ( http://www.gamesas.com/bgsforums/index.php?s=&showuser=116004 ), in the TheElderScrolls.info forums ( http://www.multimediaxis.de/member.php?u=7727 ), or write an E-Mail to bg2408(at)web.de
Changelog 1.62:
- new icons for bound light armors.
- glitches fixed (thanks to YX33A for finding them)
- option to toggle off summoned creature shaders
- potential problem(s) in Paperchase module fixed
- extended 'merchant script', so going to chapel spell merchants becomes a bit more interesting. Use startquest bgXMerchantquest for existing savegames.
Changelog 1.63:
- new module: No Spell Lighting.
- new module: PotionNumberSoulGemValue - tweaks soul gem values a bit, also limits the number of drinkable potions depending on Alchemy. Rather harshly - 1 for Novice to 5 for Master. I'm playing a long time now with this setting, and it creates a new challenge.
- Feather rebalanced.
- various small fixes.
- German version only: Recreated missing Startspell module (now how could that get lost?)
Changelog 1.65:
- made area spells a bit more costly.
- startingspells: All schools now have four options to choose from.
- a couple of 'missing' spells included (like journeyman / expert / master Calm spells), so you can actually buy these kind of spells instead of merely using the spellmaking altar. For existing saves use startquest bgXMerchantChest
Changelog 1.66:
- fixed annoying bug for new characters taking Illusion as major.
- due to some requests I've also experimented a bit with enchantment costs. In the end only the most useful enchantments are a bit pricier, rest were reverted back to usual LAME prices.
Changelog 1.68:
- a couple of new spells
- small tweaks and rebalances
- new module for improved Detect Life look
- Shader module: New shader for dominated NPCs / creatures
- added updated Conjuration for SM module
- added two warnings to readme: 1. If I don't get help with 'customander' modules (e.g. no spellsorting) I'll cut them in future versions. 2. I'm going to ignore any questions that are answered in the readme.
Changelog 1.69:
Update to 1.69:
- fixed bug with Atronach Form spells (thanks for thieum for pointing them out!)
- archive is now BAIN ready
Changelog 1.7:
- various small tweaks and fixes.
Oblivion Chameleon Spell Vendors
- included option for quest mods to temporarily turn off (and later on) teleportation magic.
- some new variations of existing spells (e.g. Slowfall spells starting at Apprentice Skill level).
- changed method used for NPC animations.
- a few new resources in the BSA file (it has become bigger, so replace the old one).
- gave J'shivrizza her own daily routine (until now her was a carbon copy of Vigge's).
- files changes: bgMagicXV.esp, bgMagicXVShader.esp, bgMagicXVNoSorting.esp, bgMagicBonus.
Note: There was some demand for lists of what the more obscure new spells do. They can now be found as some (really great!) interviews and books in Integration: The Stranded Light, thanks to Bleral!
(Why did I put it into Integration? On the one hand because LAME is multilingual, while Integration is not. So a lot less to do for me [the book Bleral wrote alone is 78 ingame pages long!]. On the other hand because I needed to place it somewhere in the world.)
http://www.gamesas.com/bgsforums/index.php?showtopic=750280
http://www.gamesas.com/bgsforums/index.php?showtopic=793879
http://www.gamesas.com/bgsforums/index.php?showtopic=819546
http://www.gamesas.com/bgsforums/index.php?showtopic=830032
http://www.gamesas.com/bgsforums/index.php?showtopic=844117
http://www.gamesas.com/bgsforums/index.php?showtopic=872582
http://www.gamesas.com/bgsforums/index.php?showtopic=932486