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If you play a mage in vanilla Morrowind without any magicka regen mods you basically have two options on how you can effectively do it. You either use Alchemy to fuel your spellcasting, or you use Enchanting. Both have up and downsides.
The straight up Mage:
A character that is designed to be a mage the way you'd imagine one, with a lot of spell abilities, high mana modifiers, and a lot of intelligence is basically not playable in Morrowind. You'll blow your magicka in a few spells, then have to rest for 50 hours to get it back. Don't even bother with this unless you mod the game, instead try one of these two:
The Alchemist
For an Alchemist the Atronarch is the best starting sign. It gives you 50% spell absorption which is incredibly powerful, a huge mana pool to draw from, and the stunted magicka doesn't really matter much if you get your magicka from potions. You will want a big mana pool because any regen your potions provide that goes over the max is simply lost.
An Alchemist plays the most like your traditional mage type, just with a significant potion habit. You'll be guzzling potions all day long on this character, which really doesn't add much to the fun of the game, which is why I personally prefer simply using a mana regen mod.
Potions can also be used to cheese the hell out of the game because you can drink them while the game is paused while you're in your inventory. That makes most fights that would otherwise be hard incredibly easy. They also have the ability to break the game by creating potions that buff your ability to create potions and then using that to create potions that buff it even more and so on until you can brew potions that give bonuses in the tens of thousands and last for weeks at a time. As always in Morrowind, how difficult the game is largely comes down to how much cheese you like on your adventure.
The Enchanter:
For an Enchanter really any sign works, with the best choices probably still being Atronarch or The Lady. An Enchanter works principially different than an Alchemist or Mage in the regard that instead of casting spells yourself you will try to create charms for all of your spells. Every ring you find you turn into a spell carrier, have one for absolutely everything. Your fireballs, your summons, your heals, put it on an item.
If you do this you will eventually hit the point where your enchanting skill is high enough to where you can power a practically infinite number of spells out of your collection of charms. If they ever do run out of energy you just soultrap some enemies and refuel them. Stuff you kill becomes ammo for more spells. You can get a special soulgem called the Star of Azura that is never used up when you reload items from it, which at that point means you genuinely just have infinite energy.
The other insane advantage of playing as an Enchanter is that charm items do not have a cast time. Any items that has an on use spell simply fires that spell off every time you click the mouse button, and that makes spells from charm items much more powerful than spells that you cast by hand. The most measely useless attack spell is insanely powerful if you can fire it off like a machine gun, and healing or shield spells are a heck of a lot more useful if you can easily cast them without enemies interrupting you.
Enchanting or Enchanted items in general can be used to break the game in a variety of ways too. For example wearing a combo of items that grants you 100% sanctuary simply renders you immune to all damage.
General mage advice in Morrowind:
Don't think a mage doesn't need high Endurance, in fact, this is the stat you should max before anything else because it's the only stat that doesn't have a retroactive effect. Basically endruance sets the number of hitpoints you get per level, which means that every level you get where your endurance isn't at 100 is hitpoints you will never be able to get. Max this stat as fast as possible, it should sit at 100 when you hit level 10 at the latest, or your character will simply be gimped, mage or not. This is also why The Lady is such a good starting sign for any character.
Most of the toughest enemies in Morrowind have the ability to reflect magic back to you, which is the main reason why magic in Morrowind is questionable when you intend to use fireballs as your primary means of attack. The one spell that gets around this problem is the Absorb Health spell, since hitting yourself with an Absorb Health effect will drain your own health right back to yourself, so no harm done. If you want to shoot a high level enemy with spells this is the spell to do it with.
A lot of the spell effects in the game are really broken, for example Burden is totally worthless. It adds weight to the target, but has a duration after which the spell stops working. This means you need an insanely expensive and powerful Burden spell to actually cause an enemy to be unable to move. It's much more practical to cast a Damage Strength spell on them, which permanently decreases their strength, and stacks as often as you cast it until the opponents strength hits 0 and they are permanently unable to move. Same goes for things like Damage Intelligence vs. Silence.
One of the first items you should make yourself in any game of Morrowind is a Belt that is enchanted with permanent Regenerate Stamina x 5. The first Golden Saint soul you get a hold of should be this item, because it will permanently rid you of that pesky stamina bar and its adverse effects on your performance.
Unarmored is broken in vanilla Morrowind, in case you wanted to go hardcore and play with a robe on. It only gives an armor bonuses if your character wears at least one point of actual armor somewhere. The morrowind patch mod fixes this though.
If you like to stretch the definition of unarmored a bit, it is perfectly possible in morrowind to enchant items like extravagant shirts with, for example, a permanent bound cuirass spell. It's a heck of a lot easier to get than real daedric armor too.
Learn restore spells early, that whole ♥♥♥♥♥♥♥♥ move where you put people at 0 strength is something that can happen to you as well when fighting certain enemies. Having a spell that restores even just 1 point to all stats is a good investment to keep that from hounding you.
Soulgems are largely found in chests in caves, and the kind of soulgems you find in those chest is determined by your level. That means, if you clear out the caves early in the game because its easy you will be sitting on a pile of petty and small soulgems which would all have been grand and greaters if you had explored those caves later.
Calm Humanoid is one of the most powerful spells in the game, because it can get sentient creatures to stop attacking you alltogether and instead talk to you. It may not be as flashy as simply blowing them up, but believe it or not, there are some NPC in Morrowind that will attack you on sight, but actually have a lot of interesting stuff to tell you, teach you or sell you if you manage to calm them down.
Morrowinds skill learning system doesn't really care what kind of spell you cast and whether you're hitting anyone or not. If you want to deliberately raise magic skills its best to first go to a spellmaker and construct a training spell that costs as little magicka as possible Summoning a ghost for 1 second for example is useless in a fight, but for raising your conjuration skill its brilliant. Also spells like that tend to cost next to nothing, like in the 20 gold range.
And my biggest piece of advice: Just get a mana regen mod. Yes, it's possible to play a mage through Enchantment or Alchemy in Morrowind, but those weirdly end up being more overpowered and broken than to simply rig the game to give you mana back. At least if you're looking for a challenge with playing a mage it's a lot more interesting. Having slow mana regen instead of trying to completely circumvent your manapool with potions and enchants amusingly enough actually leads to the only viable way to play morrowind where your mana pool really matters.
I might try playing the Enchanter as you described it. It may be game breaking as you say, but I usually scrape along near death in Morrowind, so being an invincible god would be quite a change.
(TBH, it's probably worthy of a guide).
But anyways, enough with that, for an actual mage, I use a High Elf with the Atronach stone, before I learned how to make constant effect enchanting extremely useful, I had a max magicka of 1400, and was a master of Destruction, (I actually managed to kill myself multiple times too with the reflections). In order to level quicker, make spells with lower magnitudes. Example, when healing, you have NO NEED for Hearth Heal(20-80 hp) at level 3. Make a spell that restores your health 1-5 points, same goes for other spells. Make your spells have different schools of effect as long as you can cast them reliably. For example, one of my non-mage destruction characters has a Fire damage + Soul trap, this will allow the leveling of 2 skills at once.
For gear, I eventually enchanted all of my gear to Fortify Intelligence, up to the point where I had about 400. One item you will want to grab early on is the Mentor's ring(careful of the trap, will most likely kill a High Elf), and the similiar ring near Gnisis that gives you elemental protection, as this will help you survive 1) Enemy Attacks 2) Reflected Attacks 3) Accidental Traps. Carry around 2 staffs, preferablly Ebony. One with a Constant Effect Intelligence Boost, and one with the Restore Magicka if you have the enchanting capabilities for it.
Grab a house early on, or at least a place that all of your junk will be consolidated at, and can Marked/Recalled(A certain Alchemist in Balmora has Mark/Recall potions with a regenerating stock). when you have have home marked out, go to Tel Branora, where you where find a merchant(Fananyse something) with restocking Petty, Lesser, and Common soul gems) Gather as many soulgems as you want before you get bored, then Recall to your home position and can drop off the soulgems and grab them as you please. Soul trap everything, if you want additional money and have not installed a soul gem rebalance mod, make a ring that summons Ancestral Ghosts, maybe 8-10 seconds at max, grab a soul trap spell, Fire Bite, and farm that Ghost Ring for as long as you want.
Sorry for the long essay, but that is for the most part what I do with my characters.
Enchanting is another skill I've never used until recently, not in Morrowind, Oblivion or Skyrim.
There are two options, one is trying to make the enchantment yourself, the other is to go to an enchantment vendor and pay them for it.
If the soul you are using big enough you will be able to cycle the button that says what type of effect it is to "Constant effect"
An item or spell that recharges your stamina even if it isn't permanent is still a good idea though, since in Morrowind your character is damn near twice as strong with full stamina, so unless you want to slowly walk through all the dungeons having some way of refilling stamina is pretty damn useful!
By the way:
http://www.nexusmods.com/morrowind/mods/39350/?
This is the magicka regen mod I like to use for Morrowind. If you mod Magicka Regen and add too much it will end up being just as cheesy as completely breaking the game with Alchemy or Enchantments. so this mod adds just the right amount to where it actually makes the game better without breaking it.
Also, with Enchantments, I can see why I never tried it in Morrowind. Correct me if I'm wrong, but making your own spells is very difficult without some ridiculous fortify enchant potion, and buying enchantments is nearly impossible because of how expensive they are. Is there some sort of step-by-step guide somewhere on the right potions or enchantments to make in order to make my character less of a weakling?
Also, thanks for the information. I'm so used to just whacking people with my sword in Morrowind that all this magical stuff is foreign to me.
Edit: You could also check out the Balmore temple priests, as one of them has a Restore 1-10 pts fatigue for 20 seconds spell.
The gold value of a grand soul gem that contains a 400 point soul is 80000 I guess.
It honestly kind of depends on how you play and how quickly you acquire gold. If you have the Tribunal expansion for example it's relatively easy to get a ton of money right off the bat as a mage, just travel to Mournhold, hire the merc there, then do the theatre quest in the market square, sell the deadric weapon you receive at the weapons merchant across the street, and boom, 10k gold right there. If you don't have the expansion there is still some ways to get expensive items very quickly, like I think in the lower level of the mage-dome thingy in the rock arch in Gnisis you always find a random daedric weapon. (Might be guarded by a skeleton champion, but hey, that's what your trusty damage strength spell is for)
The thing with Morrowind is, it's very tough to tell someone what the "right way" to play the game is, because the most powerful things you can do in Morrowind are all utterly game breaking and will take all the challenge (and thereby for many people all the fun) out of the game. So, it's ultimately up to whoever is playing to decide what's good advice for them and what isn't. Best I can do is try to explain the mechanics so people can make what they want of them.
Also, what I mean is that it's the first perma-enchant item you should probably make, because it's a relatively minor effect that doesn't cost you an arm and a leg and can be put into a belt. There is no mechanical reason to wear a belt other than to hold an extra enchantment in Morrowind, but belts can't hold very big enchantments. Out of all the ones that easily fit this one makes a profound difference on how you can play, because the game no longer punishes you for running and jumping after you have an item like that.
Yes, money is not a problem for me. The first thing I did after leaving Seyda Neen was that I found the ebony mine near Balmora, told Dram Bero in Vivec about it, got a Daedric katana and promptly sold it to the mudcrab merchant.
I just get overwhelmed with all the variety. People complain about the lessened variety in later Elder Scrolls games, but much of the variety in Morrowind is filled with useless, inefficient and insanely expensive spells. I'll just have to experiment more, as I have been for the past 10 hours.
There are also tons of ways to achieve the same result, like you can buff your speed, cast feather or buff your athletics skill to run faster, and it's often extremely unclear which one gives you the best result.
Generally speaking the spell effects I find to be most useful:
Restore of any kind is amazing. There is so much you can do with it. Even just when it comes to healing spells you can make a great variety. For example, a spell that heals its full amount over 10 seconds instead of right away can actually be superior in a lot of combat situations, if you know you're going to get hit you can cast a preemptive heal that way.
Damage Atributes is one of my favourite effects to mess around with, because you can use it to just utterly short circuit enemies that would otherwise eat you for breakfast. As long as they don't have spell reflect they are completely at your mercy when you have trashed their atribute ratings.
Against enemies that have an extreme reflect rating which makes them a massive pain to deal with you can use summons to attack them, or use an absorb health spell so that you at least can't damage yourself with the spell. If you have enough skill with restoration and have managed to find a Fortify(Skill) spell you can combo that with a bound weapon or bow to temporarily turn yourself into an insanely powerful fighter. (Taking a Deadric Bow to the face from someone who has 200 Archery hurts!!)
Having a 100 point Open and a 100 point Chameleon spell at the ready will basically allow you to go through any door and take any item you desire without being seen, which is great for looting dungeons and criminal activities.
Levitate is one of the bread and butter spells for mages in morrowind too. Get around quickly, find tons of hidden treasures in dungeons, and lol at enemies that don't have ranged attacks, all in one nice little package.
Of course the Intervention and Recall spells, which are massively helpful in letting you get around, and still work when you're overloaded, so if you really want to you can put all your dungeon loot in a pile, and before you leave pick it all up, overload yourself to thousands of pounds and then recall.
Calm Humanoid, absolute monster of a spell since even the most powerful people in the world of morrowind can't put armor or hitpoints on their disposition. Have a big bad teach you all he knows before using his own knowledge to beat him into the ground? Check.
If you want to get really troll you can create spells like 1 point levitate on target, since overall movement speed goes down drastically when under a low grade levitate spell, but since the game tags levitate as a beneficial effect they cannot reflect or resist the spell, not to mention don't even realize you're prepping them fo an epic beatdown. This is an absolutely brilliant way to completely armtwist enemies that are tough to deal with because of their extreme speed. (This unfortunately doesn't work against Geanor, the penultimate mage murdering douche, because of the levitation lockout in Mournhold)
You could combine that with mark & recall spell with Divine Intervention (which always sends you to a place with an Imperial Cult shrine). Think logically what that means.
If you like the fighter style, then I would recommend a Summon Weapon spell, which also gives a +10 bonus to the weapon skill making it more likely for you to hit in combat. Tagging Conjurer skill gives Conjure Dagger, which is probably better than any starting weapon you could buy from the Seydna Neen tradehouse.