Morrowind:Demoralize
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Demoralize Creature |
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Demoralize Humanoid |
School | Illusion / Mysticism |
Type | Offensive (Non-hostile) |
Base Cost | 1 |
Availability (Click on any item for details) | |
Spells (Creature) Spells (Humanoid) Scrolls |
Demoralize M points for D seconds
Increases the target's Flee value (its inclination to flee from combat) by M. There are actually two separate effects:
A great enough magnitude will make the target disengage from combat and run away.
Notes[edit]
- Demoralize is among the most powerful disabling effects in the game. An enemy who is running is an enemy who isn't fighting you. Fleeing enemies make good targets for Marksman weapons or ranged Spells.
- If you get in your target's way while they're running, they may still take a swing or two at you. Continual attacks may still bring the enemy back to retaliate.
- Fleeing enemies can bring in all sorts of trouble. Use caution when Demoralizing fast runners or for extended periods of time.
Bugs[edit]
- Despite its green icon, Demoralize Humanoid is actually under the school of Mysticism. Casting spells with that effect levels up your skill with Mysticism and not Illusion.
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The Morrowind Code Patch, version 1.6.1820, fixes this bug.
Patch for Purists, version 3.1.0, also fixes this bug.
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Related Effects[edit]
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