Online:Daedric Mines

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Daedric Mines
Line Dark Magic
Line Rank 42 Cost 900 Magicka
Cast Time Instant Duration 30 seconds
Target Self
Morphs
Morph
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Daedric Tomb
Mines summon in a line and arm instantly.
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Daedric Minefield
Summons 5 mines.
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Daedric Mines (without morphs)
Daedric Mines: Surprise your foes by placing 3 volatile Daedric caltrops that explode when an enemy comes close, dealing [75 / 76 / 78 / 80] Magic Damage and immobilizing the enemy for 1.5 seconds. Mines take 3 seconds to activate.
Daedric Tomb: Surprise your foes by placing 3 volatile Daedric caltrops that explode when an enemy comes close, dealing [80 / 82 / 83 / 85] Magic Damage and immobilizing the enemy for [1.5 / 1.65 / 1.8 / 2] seconds. Mines activate instantly.
Daedric Minefield: Surprise your foes by placing 5 volatile Daedric caltrops that explode when an enemy comes close, dealing [80 / 82 / 83 / 85] Magic Damage and immobilizing the enemy for 1.5 seconds. Mines take 3 seconds to activate.

Daedric Mines summons 3 (or 5 with Daedric Minefield morph) mines in front of the caster, which will cause heavy Magic Damage and briefly immobilize enemies that trigger them. It is among the more damaging of the Sorcerer's skills, but limited by the difficulty of use. The mines do not arm for 3 seconds (unless you get the Daedric Tomb morph), and you have limited control over where they appear. It is based on the direction your character is facing. Without morphs, you get one a few meters in front of you and two closer up to either side. Daedric Tomb will arrange them in a row in front of you, and Daedric Minefield creates a larger circle of 5 mines in front of you. The un-morphed version and Daedric Minefield may be more effective against larger groups of enemies, but against a single, particularly melee-based enemy, Daedric Tomb is the better choice, as it's easier to get the victim to set off all 3 when they're in a line, especially since the arming delay is eliminated with this morph.

Notes

  • Only one set of mines (per player) may be active at a time. Casting it again before the mines have been triggered or the spell has expired will cause any existing mines to disappear.
  • A single mine may damage multiple enemies if they are very close together, but usually this will not occur, as the radius of effect is quite small.
  • This skill may be more effectively used by the solo Sorcerer, and particularly one who does not make use of the pets from the Daedric Summoning tree. The reason for this is that when enemies are distracted by fighting your allies, it can be difficult to lure them onto the mines. The Daedric Tomb morph alleviates this somewhat by allowing the spell to be used as an instant-damage attack rather than just as a delayed trap. On the other hand, skilled players may be savvy enough to intentionally lure your enemies onto the mines. Just don't expect your pets or other allied NPCs to be that smart.
  • By casting the spell in confined spaces or on steep slopes, you can sometimes achieve a tighter grouping, making it more likely that all mines will be triggered. This is an effective strategy when enemies are very close to walls or corners.
  • Some enemies, particularly flying ones but also some more powerful enemies, will be immune to the immobilizing effect of this spell. This is not entirely a bad thing, however, as it makes it easier to get them to trigger all of the mines in a short time, which will kill them faster.

Bugs

  • In some areas with low overhead, mines may appear uselessly on the ceiling. ?

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