The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

Decent build?
Haven't touched MW in ages but came back due to nostalgia. I want to play a necromancer cause I've never done one in this game before but I don't want to end up playing a gimped character cause I'm rusty.

Specialization: Magic

Sign: Atronach

Favorite Attributes: Luck, Intelligence

Major: Alchemy, Mysticism, Conjuration, Illusion, Destruction

Minor: Alteration, short blade, athletics, enchant, unarmored

this seem like it would work?
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Showing 1-15 of 16 comments
K§H Sep 27, 2021 @ 1:26am 
Looks good to me, as long as you are ready to deal with the extra "work" involved with having the Atronach sign (taking different measures to ensure enough magicka, e.g. making Restore Magicka potions and getting blasted with spells to replenish, absorb magicka enchantments etc.), but I usually put together my builds based on role-playing concerns, and not by build efficiency.

However, I would not even dream of playing a necromancer in Morrowind without the Blasphemous Revenants mod (requires MWSE), which takes that "trade" to a different level in so many ways (controlling armies of the dead and becoming an apprentice to a very accomplished necromancer etc.).
Last edited by K§H; Sep 27, 2021 @ 1:26am
WingedKagouti Sep 27, 2021 @ 1:53am 
Originally posted by straight caballin:
Sign: Atronach

Favorite Attributes: Luck, Intelligence

Major: Alchemy,
With Atronach I would not pick Intelligence as an attribute, it'll work just fine (especially if you want it for RP reasons) but you would likely get more benefit from picking Endurance or Strength.

Additionally you'll likely want to do a lot of Alchemy for Restore Magicka potions, which means you'll level up at inconvenient times. Restoration is probably a better pick.

Also noticed the Athletics Minor. Along with Acrobatics it's the worst skill you could pick for Major or Minor.
Last edited by WingedKagouti; Sep 27, 2021 @ 1:55am
Mr. Snuggypuss Sep 27, 2021 @ 9:46am 
Originally posted by WingedKagouti:
Originally posted by straight caballin:
Sign: Atronach

Favorite Attributes: Luck, Intelligence

Major: Alchemy,
With Atronach I would not pick Intelligence as an attribute, it'll work just fine (especially if you want it for RP reasons) but you would likely get more benefit from picking Endurance or Strength.

Additionally you'll likely want to do a lot of Alchemy for Restore Magicka potions, which means you'll level up at inconvenient times. Restoration is probably a better pick.

Also noticed the Athletics Minor. Along with Acrobatics it's the worst skill you could pick for Major or Minor.
Gotcha, thanks for the tips!

also, would anyone happen to have a DL link for Blasphemous Revenants? Can't seem to find it on google. And does it work with OpenMW? Cause that's what I'm playing.
Last edited by Mr. Snuggypuss; Sep 27, 2021 @ 9:48am
K§H Sep 27, 2021 @ 12:21pm 
Originally posted by straight caballin:
also, would anyone happen to have a DL link for Blasphemous Revenants? Can't seem to find it on google. And does it work with OpenMW? Cause that's what I'm playing.

Unfortunately OpenMW does not support MWSE (Morrowind Script Extender), which is required for Blasphemous Revenants to work (for example, MWSE enables the mod to make followers do things that are impossible in the vanilla game). The lack of MWSE (often required for some more "involved mods") is the biggest shortcoming of OpenMW, together with absolutely necessary fixes (for example, fixing the broken pickpocketing system like MCP does) that have not been implemented yet, unless these things have been sorted recently. OpenMW is good, but without MWSE and completion of the planned fixes that are yet to be implemented it is not an option for me.
Last edited by K§H; Sep 27, 2021 @ 12:22pm
Mr. Snuggypuss Sep 27, 2021 @ 12:38pm 
Originally posted by K§H:
Originally posted by straight caballin:
also, would anyone happen to have a DL link for Blasphemous Revenants? Can't seem to find it on google. And does it work with OpenMW? Cause that's what I'm playing.

Unfortunately OpenMW does not support MWSE (Morrowind Script Extender), which is required for Blasphemous Revenants to work (for example, MWSE enables the mod to make followers do things that are impossible in the vanilla game). The lack of MWSE (often required for some more "involved mods") is the biggest shortcoming of OpenMW, together with absolutely necessary fixes (for example, fixing the broken pickpocketing system like MCP does) that have not been implemented yet, unless these things have been sorted recently. OpenMW is good, but without MWSE and completion of the planned fixes that are yet to be implemented it is not an option for me.
Gotcha, I will switch back to morrowind with MCP. Also, would you happen to have a download link for Blasphemous Revenants or be so kind as to upload it to dropbox? The only download link I can find is from the Fliggerty forums which are semi-defunct and the link does not work.
K§H Sep 27, 2021 @ 2:57pm 
Originally posted by straight deefin:
Gotcha, I will switch back to morrowind with MCP. Also, would you happen to have a download link for Blasphemous Revenants or be so kind as to upload it to dropbox? The only download link I can find is from the Fliggerty forums which are semi-defunct and the link does not work.

Indeed it seems impossible to download the mod right now - which is a shame, as it is really the most awesome necromancer mod of all time imo. Unfortunately, I can't really help you either, as I don't have access to the full set of files anymore - this is because I have "migrated" my current Morrowind playthrough from previous computers and I have only kept the Morrowind folder (with all the mods in place), so I have no idea which files would belong to Blasphemous Revenants, except for the esp-file anymore or some examples where the folder names seem to indicate BR.
Mr. Snuggypuss Sep 27, 2021 @ 3:12pm 
Originally posted by K§H:
Originally posted by straight deefin:
Gotcha, I will switch back to morrowind with MCP. Also, would you happen to have a download link for Blasphemous Revenants or be so kind as to upload it to dropbox? The only download link I can find is from the Fliggerty forums which are semi-defunct and the link does not work.

Indeed it seems impossible to download the mod right now - which is a shame, as it is really the most awesome necromancer mod of all time imo. Unfortunately, I can't really help you either, as I don't have access to the full set of files anymore - this is because I have "migrated" my current Morrowind playthrough from previous computers and I have only kept the Morrowind folder (with all the mods in place), so I have no idea which files would belong to Blasphemous Revenants, except for the esp-file anymore or some examples where the folder names seem to indicate BR.
Actually, I managed to find a download! It's hosted on Morrowind Modding History by the original author, and the download still works. The issue is just that the post can't be indexed by Google, so you'll need to go to the morrowind modding history site and search for it there.
theo (Banned) Sep 27, 2021 @ 11:20pm 
Originally posted by K§H:
Originally posted by straight caballin:
also, would anyone happen to have a DL link for Blasphemous Revenants? Can't seem to find it on google. And does it work with OpenMW? Cause that's what I'm playing.

Unfortunately OpenMW does not support MWSE (Morrowind Script Extender), which is required for Blasphemous Revenants to work (for example, MWSE enables the mod to make followers do things that are impossible in the vanilla game). The lack of MWSE (often required for some more "involved mods") is the biggest shortcoming of OpenMW, together with absolutely necessary fixes (for example, fixing the broken pickpocketing system like MCP does) that have not been implemented yet, unless these things have been sorted recently. OpenMW is good, but without MWSE and completion of the planned fixes that are yet to be implemented it is not an option for me.
That's probably because those "fixes" are totally unnecessary and things that they "fix" weren't broken in the first place.
As long as there's no way to verify that pickpocketing wasn't intended to work that way (other than you not liking it and thinking it's unfair), it's a gameplay change, not a "fix".
Last edited by theo; Sep 27, 2021 @ 11:23pm
K§H Sep 28, 2021 @ 5:09am 
Originally posted by theo:
That's probably because those "fixes" are totally unnecessary and things that they "fix" weren't broken in the first place.
As long as there's no way to verify that pickpocketing wasn't intended to work that way (other than you not liking it and thinking it's unfair), it's a gameplay change, not a "fix".

Here we'll just have to disagree. In the case of the pickpocket mechanic, while it cannot be fully verified, I consider it to be so utterly broken and misguided that it is much more likely to have been an oversight/mistake than actual intended behaviour. For example, it makes no sense when compared to the general relationships in Morrowind between (a) the success rate of actions on the one hand and (b) the current skill levels associated with particular actions on the other, as these may be observed elsewhere in the game.
theo (Banned) Sep 28, 2021 @ 9:07am 
Originally posted by K§H:
Originally posted by theo:
That's probably because those "fixes" are totally unnecessary and things that they "fix" weren't broken in the first place.
As long as there's no way to verify that pickpocketing wasn't intended to work that way (other than you not liking it and thinking it's unfair), it's a gameplay change, not a "fix".

Here we'll just have to disagree. In the case of the pickpocket mechanic, while it cannot be fully verified, I consider it to be so utterly broken and misguided that it is much more likely to have been an oversight/mistake than actual intended behaviour. For example, it makes no sense when compared to the general relationships in Morrowind between (a) the success rate of actions on the one hand and (b) the current skill levels associated with particular actions on the other, as these may be observed elsewhere in the game.
Oh this is probably true but 'likely an oversight' is still not a bug and if an engine re-implementation project doesn't concern itself with 'fixing' such things it only makes sense.
Last edited by theo; Sep 28, 2021 @ 9:15am
Mr. Snuggypuss Sep 28, 2021 @ 9:37am 
to be fair, OpenMW just generally makes morrowind a more stable and enjoyable experience. I think the OpenMW vs MCP debate really just comes down to personal preference. I like OpenMW more but MCP has better mod support so that's what I use.
theo (Banned) Sep 28, 2021 @ 10:07am 
Originally posted by straight deefin:
to be fair, OpenMW just generally makes morrowind a more stable and enjoyable experience. I think the OpenMW vs MCP debate really just comes down to personal preference. I like OpenMW more but MCP has better mod support so that's what I use.
Yeah there are reasons to dislike both of them so there's the third option. The only engine-enhancing thing I personally use is MGE and I'm satisfied.

Btw I'd avoid using Atronach, it's op and it creates a different, cheesy playstyle. Go ahead if you know what you're doing, but don't pick it just because thick mana seems good
Last edited by theo; Sep 28, 2021 @ 10:29am
Mr. Snuggypuss Sep 28, 2021 @ 10:48am 
Originally posted by theo:
Originally posted by straight deefin:
to be fair, OpenMW just generally makes morrowind a more stable and enjoyable experience. I think the OpenMW vs MCP debate really just comes down to personal preference. I like OpenMW more but MCP has better mod support so that's what I use.
Yeah there are reasons to dislike both of them so there's the third option. The only engine-enhancing thing I personally use is MGE and I'm satisfied.

Btw I'd avoid using Atronach, it's op and it creates a different, cheesy playstyle. Go ahead if you know what you're doing, but don't pick it just because thick mana seems good
lol I actually already picked atronach. main reason i did it was because i played an atronach mage when i replayed oblivion a while back and loved it. i'm fine with it being a little cheesy cause i think atronach presents a fun playstyle with a unique set of challenges.
Mr. Snuggypuss Oct 2, 2021 @ 7:13pm 
sorry to necro this thread (pun absolutely intended), but bad news. the mod actually doesn't work anymore. after a couple days playtime and some forum trawling, apparently the mod hasnt been updated in about 5+ years, and MWSE has since outpaced it and caused it to become nonfunctional. i'm gonna download dopey necromancy and hope that turns out better than BR.
Last edited by Mr. Snuggypuss; Oct 2, 2021 @ 7:14pm
K§H Oct 4, 2021 @ 1:43pm 
Originally posted by straight deefin:
sorry to necro this thread (pun absolutely intended), but bad news. the mod actually doesn't work anymore. after a couple days playtime and some forum trawling, apparently the mod hasnt been updated in about 5+ years, and MWSE has since outpaced it and caused it to become nonfunctional. i'm gonna download dopey necromancy and hope that turns out better than BR.

The mod works perfectly for me on MWSE 0.9.4.1, being one of the latest versions of the original MWSE. MWSE with a version number 2.0 or higher is a complete rewrite of the script extender, which adds a lot of powerful features, but also apparently breaks many classic mods, many of which are the best mods ever made for the game, if the author of those mods haven't brought them up to speed. Seems like I will be staying with the original MWSE for most of my playthroughs.
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Date Posted: Sep 26, 2021 @ 9:34pm
Posts: 16