Adrian Laguna Posted May 9, 2005 Share Posted May 9, 2005 It has been a while since I have played Morrowind. Starting a new game I've run into a few problems deciding exactly what skills my characters should have. The game has Morrowind, Tribunal, Bloodmoon, all patches, and a lot of mods. My Character: Combat OrientedMale Nord AdventurerSign of the Apprentice Favorite Attributes:IntelligenceAgility Major Skills:Medium ArmourAxeMarksmanDestructionBlock* Minor Skills:AthleticsAcrobaticsSecurityMysticisim*Restoration* All skills marked with an asterisk (*) are the ones I'm not sure about:-Is the block skill usefull, or should I get rid of it and use two handed axes instead?-I'm also worried about my character's future, only one of the skills is Intelligence dependent (Security), so when he levels up it is harder to have a multiplier on the Intelligence attribute. I'm willing to change Mysticisim or Restoration for an Int-based skill, but I don't know which. Conjuration is iffy because companion mods (such as Laura Craft Romance) make it a waste of magicka to summon skeletons and stuff to help you. Enchant is useless because I can get mages to do that for me (and then I can get my money back by selling them ultra-expensive stuff). That pretty much leaves Alchemy, but I never found it to be usefull.-Replacing Restoration with Alchemy is probably the best course of action, but what about Mysticisim, how useful is it? Should I get Alteration (or something else) instead?-Speechcraft and/or Mercantile, what about those? My experience seems to indicate that they are somewhat useful in the early game, but I'm more interested in what is of use in the mid- and late-games.-Armourer would work as a last ditch option, if it is better than anything else. Note that what is important here is replacing the asterisks with something better, but I will take advice if you think replacing something else would make a better character. It doesn't matter what goes as a minor skill or a major skill, I'll decide where each skill goes after I have a list of 10 skills to set up. EDIT - I forgot to add the type of character I'm going for. Suppose that my Nord is going trough a dungeon and encounters a couple of Dremora. Getting the initiative through faster reflexes (instead of sneaking up to them), he casts several damaging area-effect spells to get their attention and cause a lot of preliminary damage (this part is skipped for weaker enemies), as the Dremora charge towards him he retreats while letting loose a torrent of arrows. When they finally catch-up to him he unsheathes his axe and hacks them to pieces. Link to comment Share on other sites More sharing options...
Peregrine Posted May 9, 2005 Share Posted May 9, 2005 The xY mutliplier is easy to solve. Level increases in your misc skills (by training is easiest) will not count towards character level increase, but will count towards your multipliers. So you can simply raise a misc skill x10 through training (nice and cheap at low level) and get the x5 intelligence multiplier. Link to comment Share on other sites More sharing options...
Adrian Laguna Posted May 9, 2005 Author Share Posted May 9, 2005 Isn't there a cap on the the multiplier you can get with misc. skills? Regardless of whether you train a misc. skill 12 levels or 4 levels you don't get a multiplier higher than x2. I still don't know about the block skill. What is more likely to save my characters life, a shield or killing the enemy faster with a two-handed weapon. Would there be any difference in the importance of shield vs. speed if I where fighting multiple enemies instead of one or two? BTW - What happened to your Mod Powers, Peregrine? Link to comment Share on other sites More sharing options...
Adras Posted May 10, 2005 Share Posted May 10, 2005 I believe the multiplier depends on how much you use the skill. I once took a bunch of strength potions and did a lot of stuff dealing with strength, and when I leveled up, the multiplier was at x5. Link to comment Share on other sites More sharing options...
Adrian Laguna Posted May 12, 2005 Author Share Posted May 12, 2005 Well, neither of you was of any help, but thanks for trying.* I managed to figure it out by myself: Major Skills:Medium Armour (good protection, and restrics mobility less than heavy)Axe (axes are cool, enough said)Marksman (I like to hunt cliff racers)Destruction (Offensive spells, duh!)Mystisism (Absorb/Reflect magica, counters 50% Weakness to it) Minor Skills:Athletics (For moving fast, especially with armour on)Acrobatics (Jumping into and out of trouble)Block (I decided enchantments alone make sheilds worthwhile)Security (Using Alteration spells doesn't improve intelligence)Alchemy (Instead of restoration) *Sorry if I'm blunt, but it is hard to be completely honest and tactfull at the same time. Link to comment Share on other sites More sharing options...
Raven7669 Posted May 13, 2005 Share Posted May 13, 2005 Couple comments/feedback for you. You said you picked block because of the ability for shield enchanmnets but is you equip a shield and then you a 2 handed weapon the shild is still boxed as equiped and therefor you still get the effects. Also Medium armor just doesn't have a good end game armor. I mean light has glass, heavy has deadric and medium has ..... But that is more a matter of opinion. Link to comment Share on other sites More sharing options...
Adrian Laguna Posted May 13, 2005 Author Share Posted May 13, 2005 Medium has St. Nerevar's Armour, a plug-in I downloaded. Had to lower the stats to more sensible levels though. Without the plug-in I believe the best medium armour is the Ice Armour or Helseth Guard Armour. Link to comment Share on other sites More sharing options...
Judas the forsaken Posted May 21, 2005 Share Posted May 21, 2005 You should ALWAYS take Luck as a favourite attribute (+10) since you never get multipliers for it in the game by leveling Link to comment Share on other sites More sharing options...
Darnoc Posted June 1, 2005 Share Posted June 1, 2005 A German guy I know has created a wonderful guide to character creation. Just too bad that it is only available in German... He has also created a wonderful balancing mod which balances all the races and star signs. For those who understand German, here is the link to the guide: http://tes.worldofplayers.net/?go=guidesinnig The balancing mod can be downloaded here: http://www.tikanderoga.net/vvardenfell/plu.../balancing.html Link to comment Share on other sites More sharing options...
Thrasher Posted June 5, 2005 Share Posted June 5, 2005 K dude, with questions like these, which whatever do use, Dosn't matter, just make a decision and play it out in abesting manner. See the great thing bout rpg's is the ability to enhance your repituar of knowledge in how the game works. Then you choose the aspects that appeal to you the most. If your planning on starting off with a defensive methodical charicter, then use block as a start up skill. If you wanna go balls to the wall mass pit, then go with double handed ass kicking weapons. Quite frankly you've got a pretty mid range dude there, so I'd say stick with block methodolgy in your early combat and then when you reach the right point, you get all your skills maxed out. Link to comment Share on other sites More sharing options...
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