• Welcome to The Campaign Builder's Guild.
 

Morrowind

Started by Steerpike, May 01, 2010, 04:19:26 PM

Previous topic - Next topic

brainface

QuoteI mean, come on, you can't pass up TURN UNDEAD and an instant HEALING POWER!

Yup, Ritual is best.
True story. In pc morrowind, without expansions, turn undead doesn't work. At all. Actually, it does throw a gold ball out. Then the zombie punches you in the face. My first character was a ritual birthsign. He could heal himself, once per day. >_<
"The perfect is the enemy of the good." - Voltaire

brainface

Quote from: LCI can buy a detect key spell; it isn't even very expensive.
powerful[/i], sure.
"The perfect is the enemy of the good." - Voltaire

Lmns Crn

Help me remember, is there anything in the game that you really need a key for, or does an "Open 100" spell pretty much take care of that in all situations?
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Steerpike

In Morrowind, Atronach is a cool birthsign.  You ignore 50% of magic!  Make a character with some alchemy skills or just stock up on points and you're fine for magicka.

Currently I'm playing with the Lady, though... in general I prefer the flat stat bonuses to the spells, a lot of which can just be purchased later anyway.

brainface

Quote from: LCHelp me remember, is there anything in the game that you really need a key for, or does an "Open 100" spell pretty much take care of that in all situations?
I'm pretty sure open 100 works on anything detect key will. I can't remember if there's "quest doors" or not. I just think finding someone's lost key is a lot more fun, frankly. (Detect key's probably more useful at lower levels too, before you can get redonckulous levels of open, but it's been a while since I played.)
"The perfect is the enemy of the good." - Voltaire

Nomadic

Quote from: brainface
Quote from: LCHelp me remember, is there anything in the game that you really need a key for, or does an "Open 100" spell pretty much take care of that in all situations?

There are a few quest doors that require a key but most of the keys in oblivion are found on dead bodies as loot. I don't know of any quest keys that are sitting on the floor.

brainface

QuoteI don't know of any that are sitting on the floor.
Several are in dungeons. Especially like treasure chest keys. Generally, you can pick the lock, spell it open, or find the key. If you're observant enough you can just find the thing by searching enough.
"The perfect is the enemy of the good." - Voltaire

Nomadic

Quote from: brainface
QuoteI don't know of any that are sitting on the floor.

was referring to quest keys... I can't recall any found on the floor (edited to clarify)

Ninja D!

I was always for The Lady in Morrowind, too. Spells were never useful enough to me (though I played my share of Tower characters) and The Lady gives the best bonuses.

Lmns Crn

It's true; after the Warrior and a magicka-boosting sign, the Lady's probably my third choice.

Now for the really controversial question: Hlaalu, Redoran, or Telvanni?

I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Ninja D!

Really, it depends on the kind of character I'm playing. I'd do everything I could as far as it wouldn't interfere with the others. I usually leaned toward Hlaalu, though. Second would be Redoran, with Telvanni in third. However, if Morrowind used a magic system more like Oblivion, where I didn't have to draw my spell like a weapon, and could use a weapon AND magic, I would have probably gone with more magic.

Steerpike

It's true, Destruction is kind of annoying in Morrowind.  Alteration and Mysticism are a lot more useful I think, though, and since thieving is vastly more profitable Illusion is more useful too.

brainface

Telvanni, definitely. You get some sort of funky multi-complex mushroom manshion. I remember the other strongholds being cramped in comparison.

QuoteAlteration and Mysticism are a lot more useful I think,
I remember mysticism being pretty dangerous with absorb health.
"The perfect is the enemy of the good." - Voltaire

Lmns Crn

One of the most effective ways to build a mage in Morrowind, considering some of the annoyances with how Magicka regeneration works, is to enchant items (rings are great for this) to hold your most commonly-cast spells. Destruction is not worth the magicka potions you chug to keep pumping it out, when you're just casting it normally. Once you pair it with a li'l enchanting somethin'-somethin', it gets a lot snazzier.

I probably abused the hell out of enchanting, honestly speaking.

House Hlaalu is my favorite Great House just based on the in-game descriptions and motivations, and of course, Balmora is really convenient. By House Telvanni has the best quest rewards by a country mile, and arguably the best mansion, as well. Decisions, decisions.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

LordVreeg

Abuse enchanting?
Yes.
Absolutely.

Amulet casting 'weakness to magioka 50', then Amulets of para 15 secs with soultrap, ring of weakness to poison and lightning, then poison and lightning 10-25 points for 5 secs...

yahoo.


VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg