I got kicked out of Morag Tong for the same crime! And I got kicked out of the Thieves Guild for…stealing. They wanted $1000 to let me back in. When I’m not getting bugged out of quests on Xbox I’m loving this game!
This is about as good as the Elder Scrolls gets! We’re in the best game, in the middle levels where you feel like you can go anywhere and explore but there’s still lots of stuff out there that will challenge you, feeling the map open up, getting a grip on the mechanics without fully understanding them, and sinking fully into the world like it’s real and alive. This is golden age gaming and I love watching Jon experience it like I did so many years ago!
The magic was hitting, but there is a spell effect called Reflect which has a chance of turning your own magical effects against you. The ghosts have this built in, that is also way your health was going down so fast, you were burning yourself.
@@ManyATrueNerd There are three (or well… technically seven) different anti-magic effects to keep track of. One is Reflect, which reflects magic -any and all kind - on a percentage-chance level. If it's not magic, it doesn't get reflected, and if it's not a spell, it also can't be reflected (ie. can't reflect potions or items you equip… but you *can* reflect spells that are applied “on hit” from weapons). It stacks multiplicatively - 50% reflect + 50% reflect = 75% reflect. It is possible to get 100%, but you're going to have to dig deep for that… also, some magical creatures have this innately so get your whacking stick out. Oh, and reflect works wonders against paralyse, so it's not nearly as good an effect as you think early on. By the end of the game, using paralysing weapons are a death sentence… *to you*, because you will be hit by the paralysis, not the enemy. The other main one is *Resist* Magicka, which reduces the effect of negative spell effects being applied to you. Depending on which effect it is, it may ether be a percentage reduction in the effect magnitude (eg. 100% blind + 50% resist = 50% blind) or in a select few and very special cases, a percentage chance to not be affected at all - mostly some obscure scripted effects. It stacks additively, so 50% resist + 50% resist = 100%, and as an orc, you start out at 25%. This applies to *all* negative effects, including magicka damage, no matter the source. It can be spells, potions, items, traps, or anything really - if it's a spell effect and it negatively affects you, Resist Magicka reduces that effect. Except for paralysis… it goes straight through resists so no, you can't protect against reflected paralysis spells by bumping up your resist. …except for elemental damage. Those four (fire, ice, lightning, poison) have their own resist effects that do not overlap in any way with Resist Magicka. You can have 200% Magicka resistance and still get zapped in the face just fine by lightning spells and fire traps and whathaveyou. The mechanics here are similar to Resist Magicka, but for that element alone. Many critters and races have this innately - eg. fire resistance for dark elfs and volcano critters, frost resistance for nords and most undead, own-element resistance for atronachs. This is why you have had varying success with your spells in normal combat: because you've used ice on undead, or fire on something that lives around lava. This is also why, if you are a combat mage, you need different spells, because one will not fit all and you will invariably at some point come across an enemy you simply can't damage with your special mega-blast single-elemental spell. Magicka is essentially just a fifth element in this collection, but that “element” also accounts for the vast majority of spell effects that “damage” you in different ways than by reducing your health. And finally, there's Spell Absorption, that runs on the same logic as Reflect, but instead of having a chance of turning back the effect on the caster, it has a chance of nullifying the effect and feeding you the spell's Magicka cost. This is a pretty rare effect and you won't notice it much even when it occurs in the world. It's critically important for characters with the Atronach birth sign, though, since this is the main intended way for them to get Magicka back. There is technically also a resist normal (physical) damage effect, which is innate to many critters (hence why you need enchanted or special-material weapons to damage them), but getting your hands on that one is… troublesome.
@ManyATrueNerd There are three (or well… technically seven) different anti-magic effects to keep track of. One is Reflect, which reflects magic -any and all kind - on a percentage-chance level. If it's not magic, it doesn't get reflected, and if it's not a spell, it also can't be reflected (ie. can't reflect potions or items you equip… but you *can* reflect spells that are applied “on hit” from weapons). It stacks multiplicatively - 50% reflect + 50% reflect = 75% reflect. It is possible to get 100%, but you're going to have to dig deep for that… also, some magical creatures have this innately so get your whacking stick out. Oh, and reflect works wonders against paralyse, so it's not nearly as good an effect as you think early on. By the end of the game, using paralysing weapons are a death sentence… to you, because you will be hit by the paralysis, not the enemy. The other main one is *Resist* Magicka, which reduces the effect of negative spell effects being applied to you. Depending on which effect it is, it may ether be a percentage reduction in the effect magnitude (eg. 100% blind + 50% resist = 50% blind) or in a select few and very special cases, a percentage chance to not be affected at all - mostly some obscure scripted effects. It stacks additively, so 50% resist + 50% resist = 100%, and as an orc, you start out at 25%. This applies to *all* negative effects, including magicka damage, no matter the source. It can be spells, potions, items, traps, or anything really - if it's a spell effect and it negatively affects you, Resist Magicka reduces that effect. Except for paralysis… it goes straight through resists so no, you can't protect against reflected paralysis spells by bumping up your resist. …except for elemental damage. Those four (fire, ice, lightning, poison) have their own resist effects that do not overlap in any way with Resist Magicka. You can have 200% Magicka resistance and still get zapped in the face just fine by lightning spells and fire traps and whathaveyou. The mechanics here are similar to Resist Magicka, but for that element alone. Many critters and races have this innately - eg. fire resistance for dark elfs and volcano critters, frost resistance for nords and most undead, own-element resistance for atronachs. This is why you have had varying success with your spells in normal combat: because you've used ice on undead, or fire on something that lives around lava. This is also why, if you are a combat mage, you need different spells, because one will not fit all and you will invariably at some point come across an enemy you simply can't damage with your special mega-blast single-elemental spell. Magicka is essentially just a fifth element, but that “element” also accounts for the vast majority of spell effects that “damage” you in different ways than by reducing your health. And finally, there's Spell Absorption, that runs on the same logic as Reflect, but instead of having a chance of turning back the effect on the caster, it has a chance of nullifying the effect and feeding you the spell's Magicka cost. This is a pretty rare effect and you won't notice it much even when it occurs in the world. It's critically important for characters with the Atronach birth sign, though, since this is the main intended way for them to get Magicka back. There is technically also a resist normal (physical) damage effect, which is innate to many critters (hence why you need enchanted or special-material weapons to damage them), but getting your hands on that one is… troublesome.
Aria: The first step is you have to admit it. Say it "I'm ugly and I'm proud". Bulfim: I'm ugly and I'm proud. Aria: LOUDER! Bulfim: I'M UGLY AND I'M PROUD!
Random citizen: "Excuse me, officer. I was just minding my own business and a spell hit me out of the blue. I looked around, and there was an orc way up on the mountain. She seemed embarrassed about something, and she teleported away before I got a good look, but I'd swear it was that Aria lady". Aria, hours later: "I have no idea where this 5 gold bounty came from".
Two important things about training: 1- DO NOT train a skill while it is fortified. You paid the higher price of training a level 57 skill when you could have saved money by removing the Sanguine item and paying the price for training a level 52 skill. 2- DO train a skill while its governing attribute is fortified. The whole restriction of training skills versus their attributes looks at the current fortified/drained attribute level, not the base attribute level. So if you fortified your speed to 100 or more by, for instance, wearing the boots of blinding speed, you could train athletics all the way to 100- or at least as high as the trainer can go. Although the trainer might be perturbed by your sudden blindness.
If you REALLY want to get your money's worth, DAMAGE your skills with a Destruction spell before training, and you'll always pay the minimum price. Sometimes it's hard to tell where the magic ends and the cheese begins
@@nessesaryschoolthing Drain, not damage. Damage is permanent until getting restored at an imperial shrine while drain is temporary. But yes, it's also an excellent idea!
@crafterofdoom No need for the extra step. Drain 100 points for 1 second, then talk to the trainer while it's active. The spell will wear off after the training and return the skill to its original value +1 automatically.
Love how much you're getting into the main story! Easily the best in the series imo as it's probably the highlight of the game rather than something you force yourself to do
About 42:00 - You were hitting him, but some enemies can reflect magic back at you, using a magical effect in Mysticism called 'Reflect'. Loving the series btw
29:13 A character that won't talk to you and just says "Who's there?" happens when you try to talk to someone who can't detect you. This happens a lot when using chameleon, but apart from that's is pretty rare since invisibility breaks before dialogue starts and sneaking will open the pickpocket menu instead of conversation.
He isn't just teleporting away. He just never stops walking. Part of your training in unarmored is being undefended, so he's leaving you alone for your own advancement.
Pants returned! Great victory for the second Part 25 in the series! Also if you get the calcinator you left in Caldera, (literally an oven), you can make your potions stronger. Currently you're making uncooked drink. That 4th piece is very important.
@35:20 - I wonder how long it's going to take Jon to notice just how much duplicate Alchemy gear he's carrying? That and the lower-level Alchemy gear he no longer needs... :P
Dwemer Centurions in Skyrim: ornate face plates that tell of the skilled craftsmanship of the Dwemer. Dwemer Centurions in Morrowind: bootleg Optimus Prime.
This gets more and more amusing as it progresses. There's my old alchemy book I stole long ago, in the Evidence Chest! I don't know why this is amusing, but it is, somehow.
Dwemer coins, soulgems (fill any you find), scrolls (grab the naff ones too) and gemstones are some of the most value dense loot. You can comfortably buy anything you need just looting those items and trading them fairly directly whenever you need something.
Something to consider, Jon: unlike in Skyrim, you can bring your potion making supplies with you. Can. As in you don't HAVE to. You could leave them in a secure location, maybe with all your other junk that's currently littering the Mages Guild, and only pick them up when you want to make sandwiches, and drop them again when you leave. It frees up carry capacity.
Jon that ring you got is a quest item for Baladas. Higher tier enemies have built in spell reflect. You weren't missing you were having your spells reflected back at you.
Yep, and it gets utterly brutal for pure mages in the expansions. Drain Health is the only safe spell to even use since if it gets reflected in the vanilla game you don't get hurt, whereas any other damage spell at high levels will just delete your health.
I really hope Bethesda will take some inspiration from Morrowind for Elder Scrolls VI. I think the world is very ready for something less hand-holdy, more in depth, more hard core. Absolutely loving this series. It's been so long since I played it, there's a lot I forgot! Very fun to see Jon enjoying it!
Oh just imagine ES VI being Morrowind inspired game play with modern day 4k graphics! I would be surprised considering modern day Bethesda but it's such a nice dream to have!
it would be great, sure, but it will never, ever happen. everything under Todd is about making it approachable to a ten year old with the attention span and intelligence of a gnat.
@@jamesdrummond7684 No, actually. The games are being "dumbed down" because the audience keeps getting older. With less time and with kids or other responsibilities that need attention. If you want more and more "hardcore" games, adults need to stop playing.
Day 7 (14) of asking Jon to fulfill his oath to help old Hentus get his pants back. Some sources have led us here in the association to believe this might be the day our cries for justice will finally be heard. Knowing that Aria commited the most awful crime of sleeping on an owned bed and with Movis Darys' claim that she made fun of him for not knowing how to read, we are sceptical. Justice and pants for Hentus!
Justice (and pants) for Hentus! Without pants, Hentus isn't allowed into any reputable inns and therefore shall never know the joys of sleeping in an owned bed.
He may even get his pants back twice in one day, if Jon has to do a reupload to fix the wrong episode number on the thumbnail and description. Tho I am pretty sure you can just edit those while it is live probably, it is normally an actual edit to the footage when we get a new video.
I need to start Dwemer language lessons. "Arkngthurch" (ARK-'NG-THURSH) means "graveyard" or "gift for dead). "Sturdumz" (STIR-DUMZ) means "invaders". The latter was often the go-to term for Nords(Atmorans) during the colonisation period. Arkngthurch-Sturdumz means "Graveyard of (for the) invaders"
I'm late to the party, but for making potions having a calcinator (the missing piece of potion-making equipment) would help! They are super heavy, but getting one to leave in your player base to come back to and craft at would be beneficial!
This series makes me realize how desperate Winterhold must have been for students that they accepted folks who they might have to teach spells at the literal gates.
Yeah, it's so different. Arena, Morrowind, Oblivion, all of them have well established mages guilds in several major cities. Skyrim: You're willing to learn a single spell to get into our one and only school that only has 3 students and 12 teachers? Yes, please come inside I'm begging you!
If you need training but can't find a trainer of high enough level, you can go to Mournhold's Great Basar and buy any "Fortify Skill" spell. You can then craft a Fortify 100 points for 1 second on touch. Use it on a trainer of your choosing. They will now offer training in that skill. This is Sheogorath grade cheese, but if you aim to be master of all guilds like in Oblivion and Skyrim, you might want to do it, just to fulfill the skill requirements.
29:12 he's saying "Who's there?" because he can't see you (he's turned the other way). They'll also say that if you're invisibile/100% chameleon, or on the other side of a door, or if they are blind. Edit: See, when you tried to talk to the guy in jail he can't see you (NPCs can't see through the bars on the door) so he also said the same thing
I think its funny that despite being the least imposing mountains in modern Elder Scrolls games, the ones in Morrowind are the most difficult to climb. In oblivion its tricky but you'll get there eventually. And in skyrim you just need a horse.
The reason NPCs "teleport" is because training takes time. While you're studying the game keeps simulating NPC behavior in the background, just like when you rest. It does make wandering trainers much more annoying than your average NPC, who stays in one place all the time. And if it gets too annoying, you can just cheat. NPC trainers will always teach their three highest skills, and you can use Fortify Skill spells to change the list. Though you might need to head into the DLC to get those spells.
29:10 This hardly ever comes up unless you intentionally do it, but jumping above a character's head and talking to them means they cannot see you. This can be used against shopkeepers by standing out their counter, jumping up, and at the height of the jump you can steal stuff right in front of them because they cannot see you.
Oooh.... spellmaking... interesting... What if... hypothetically... you made a "resist magic 100% for one second" spell and used it to equip an item that was cursed with ill effects... I wonder if... that... would do anything. Hypothetically speaking, of course. Just a thought-experiment.
Jon! Try jumping up the cliffs. If you have a cliff/hill you can't walk up because it's steep, just spam jump. 99% of the time you will just go up it no problem.
Jon do you remember the crazy jump scroll from the beginning you could make something similar, and before you hit the ground you cast light fall to travel vast distances in the blink of an eye, also some old arch mages of morrowind say that there is a secret behind soul trap you might want to look into that, sooner or later you gona fly around morrowind like a super saiyan
Here we go, episode 26. That means the 26th time of telling you to stop carrying around so much useless junk. You have tens of thousands of gold worth of loot in your inventory that you will never use and should sell. You probably have about 200 weight units of junk that could either be sold or dumped back in Balmora, which would let you loot more stuff to sell for more money. Alchemy stuff in particular has no business going on the road. 🤣 You *know* how bad you are at using potions and scrolls, so just sell it every chance you get, except for a couple of the basic ones (restore health/mana/fatigue) and if it doesn't restore 100+ units over its duration, it is just not worth carrying. This would solve two of your biggest problems at the moment: having relatively little cash for the things you're starting to unlock (good enchantments, special spells, high-level training) and your inability to pick up loot to feed that beats. It would also solve the issue where you stolen goods get confiscated… because none of the things they took from you should be brought on the road to begin with.
Magic Resistance usually will only resist negative effects, not positive effects. I might be misremembering but I can't think of any actual examples of positive effects being resisted. Bretons, my personal favorite race, start with a 50% magicka resist and with a few items my characters easily have over 100% magic resist and positive effects always still go through. Several items/abilities have both, so you can use magicka resistance to negate the bad while retaining the good.
You can't make constant effect enchantments without a grand soul gem with a golden saint soul, and wasting one of those on a nighteye effect is, well, a waste.
FYI - if you get corprus you cannot get rid of it* and it will ruin the dialogue of like 75% of NPCs. So whatever you do, do not loot the corpses of the diseased. *until the quest anyway
@ I don’t think they had corprus. They just had “a disease”. Hence why you sent the one guy to quarantine and don’t cure him. That’s just the story of it. The only cure is experimental and given over the course of the story.
I had to look it up, because I never caught corprus. The uesp wiki claims, that you can get it from interacting with the corpse of the dunmer woman who needs to be convinced to go to Tel Fyr. Catching it in this way is a game breaking bug, because it can't be cured
Are all the evidence chests in the different jails actually just one linked chest like in Resident Evil? I can't remember where Jon got nicked for stealing that random tube, but I think it was when he was trying to get a guy to start a fight with him so he didn't start it in one of the murder missions.
If you want to enchant a weapon with magic damage that can't be reflected, use Absorb health. Iirc, the damage won't be great, but if it gets reflected, nothing happens
The reason the magic wasn't working on the dwemer ghosts was they have 20 points of reflect. Thats a 20% chance to bounce the spell back at you The devs learnt that magic is kind of op so to balance it, a lot of high level enemies come with reflect magic which bounces magic back at the caster. It still takes your resistances into effect so your orcish 25% resist magicka will help, but you can work around it with the "Absorb Health" spell, as you can't absorb your own health
Jon! Can we get at least a prototype Worst Neravarine episode? What if you start with the worst stats? I still find your Worst Courier series my favorite. What about how one could at least theory craft how to progress when your stats are south of a drunk ugly boulder and half as helpful?
You could enchant a ring or amulet with a permanent nightsight effect, it would be great for you and for us watching. I would also add 1 point of waterwalking and slowfall.
@@ManyATrueNerd It's personal preference, because night eye makes everything uniformly brighter and kinda flattens stuff. It _does_ counteract blind effects tho iirc, which light doesn't.
@@simon1714 in theory I think so, but of course there's a certain way to _resist magicka_ effects that might prevent the blind from starting in the first place too
Day 289 of requesting Age of Mythology. Summoning a perverted clothes-stealing demon by accident would be enough to make me stop being a sorcerer's apprentice too. That's WAY worse than having a bunch of brooms come to life.
You really need to invest more into your sandwich making business. Potions become incredible on higher levels and even at 100 intelligence you'll still run out of magic constantly without magic potions. Even at alchemy 50 or so, restore magic potions will regenerate magic faster than you can use for over a minute. The only downside is that there are no cheap restore magic ingredients in the base game but killing deadra will give you plenty of ingredients.
TRAVEL LIGHT ADVISORY! Attention all outlanders and s'wits! There is a free house in balmora one can use for alchemy stowage. An orc eydis fire eye has you kill. No bounty, decent starter loot, 3 story 1 bedroom with tons of storage options. Named orc owns the house. From the silt strider(arriving) turn right and cross the river. Itll be the house farthest to the right, or western edge of the southern side of town. I dont like eydis and i dont like secretly working for the morag tong but i do like subsidized housing solutions. It also helps you structure your level ups when you use one bed only instead of literally stealing naps and forgetting they have a secondary mechanic beyond mana regen. Use the house, systemitize your run a little. In a game this chaotic a little structure and setup can save a lot of time and trouble. What did ernest shackleton have that you dont? Besides a welsh companion running every for him? A base camp. Explorers need a good base of operations. Or theyre more likely to end up dead. Video game, life, whatever.
John is running his game with some kind of cheat or glitch, where characters and enemies cannot see him. every single episode it seems as if he can run directly up to enemies before they recognize him. I’ve made myself an assassin‘s gear two exquisite rings, one exquisite pendant exquisite skirt with the constant effect of chameleon on them. if I walk up to a character and try to talk to them, they give me that dialogue. Who’s there with the goodbye?.
Jon forgetting his heinous crime of sleeping in a owned bed! 26:02
He did that twice, too.
I got kicked out of Morag Tong for the same crime! And I got kicked out of the Thieves Guild for…stealing. They wanted $1000 to let me back in. When I’m not getting bugged out of quests on Xbox I’m loving this game!
This is about as good as the Elder Scrolls gets! We’re in the best game, in the middle levels where you feel like you can go anywhere and explore but there’s still lots of stuff out there that will challenge you, feeling the map open up, getting a grip on the mechanics without fully understanding them, and sinking fully into the world like it’s real and alive. This is golden age gaming and I love watching Jon experience it like I did so many years ago!
The magic was hitting, but there is a spell effect called Reflect which has a chance of turning your own magical effects against you. The ghosts have this built in, that is also way your health was going down so fast, you were burning yourself.
Is reflect just magic damage in Morrowind...?
@@ManyATrueNerd Yes, physical damage can't be reflected.
@@ManyATrueNerd just magic, which is why hitting stick worked so well afterwards.
@@ManyATrueNerd There are three (or well… technically seven) different anti-magic effects to keep track of. One is Reflect, which reflects magic -any and all kind - on a percentage-chance level. If it's not magic, it doesn't get reflected, and if it's not a spell, it also can't be reflected (ie. can't reflect potions or items you equip… but you *can* reflect spells that are applied “on hit” from weapons). It stacks multiplicatively - 50% reflect + 50% reflect = 75% reflect. It is possible to get 100%, but you're going to have to dig deep for that… also, some magical creatures have this innately so get your whacking stick out. Oh, and reflect works wonders against paralyse, so it's not nearly as good an effect as you think early on. By the end of the game, using paralysing weapons are a death sentence… *to you*, because you will be hit by the paralysis, not the enemy.
The other main one is *Resist* Magicka, which reduces the effect of negative spell effects being applied to you. Depending on which effect it is, it may ether be a percentage reduction in the effect magnitude (eg. 100% blind + 50% resist = 50% blind) or in a select few and very special cases, a percentage chance to not be affected at all - mostly some obscure scripted effects. It stacks additively, so 50% resist + 50% resist = 100%, and as an orc, you start out at 25%. This applies to *all* negative effects, including magicka damage, no matter the source. It can be spells, potions, items, traps, or anything really - if it's a spell effect and it negatively affects you, Resist Magicka reduces that effect. Except for paralysis… it goes straight through resists so no, you can't protect against reflected paralysis spells by bumping up your resist.
…except for elemental damage. Those four (fire, ice, lightning, poison) have their own resist effects that do not overlap in any way with Resist Magicka. You can have 200% Magicka resistance and still get zapped in the face just fine by lightning spells and fire traps and whathaveyou. The mechanics here are similar to Resist Magicka, but for that element alone. Many critters and races have this innately - eg. fire resistance for dark elfs and volcano critters, frost resistance for nords and most undead, own-element resistance for atronachs. This is why you have had varying success with your spells in normal combat: because you've used ice on undead, or fire on something that lives around lava. This is also why, if you are a combat mage, you need different spells, because one will not fit all and you will invariably at some point come across an enemy you simply can't damage with your special mega-blast single-elemental spell. Magicka is essentially just a fifth element in this collection, but that “element” also accounts for the vast majority of spell effects that “damage” you in different ways than by reducing your health.
And finally, there's Spell Absorption, that runs on the same logic as Reflect, but instead of having a chance of turning back the effect on the caster, it has a chance of nullifying the effect and feeding you the spell's Magicka cost. This is a pretty rare effect and you won't notice it much even when it occurs in the world. It's critically important for characters with the Atronach birth sign, though, since this is the main intended way for them to get Magicka back.
There is technically also a resist normal (physical) damage effect, which is innate to many critters (hence why you need enchanted or special-material weapons to damage them), but getting your hands on that one is… troublesome.
@ManyATrueNerd There are three (or well… technically seven) different anti-magic effects to keep track of. One is Reflect, which reflects magic -any and all kind - on a percentage-chance level. If it's not magic, it doesn't get reflected, and if it's not a spell, it also can't be reflected (ie. can't reflect potions or items you equip… but you *can* reflect spells that are applied “on hit” from weapons). It stacks multiplicatively - 50% reflect + 50% reflect = 75% reflect. It is possible to get 100%, but you're going to have to dig deep for that… also, some magical creatures have this innately so get your whacking stick out. Oh, and reflect works wonders against paralyse, so it's not nearly as good an effect as you think early on. By the end of the game, using paralysing weapons are a death sentence… to you, because you will be hit by the paralysis, not the enemy.
The other main one is *Resist* Magicka, which reduces the effect of negative spell effects being applied to you. Depending on which effect it is, it may ether be a percentage reduction in the effect magnitude (eg. 100% blind + 50% resist = 50% blind) or in a select few and very special cases, a percentage chance to not be affected at all - mostly some obscure scripted effects. It stacks additively, so 50% resist + 50% resist = 100%, and as an orc, you start out at 25%. This applies to *all* negative effects, including magicka damage, no matter the source. It can be spells, potions, items, traps, or anything really - if it's a spell effect and it negatively affects you, Resist Magicka reduces that effect. Except for paralysis… it goes straight through resists so no, you can't protect against reflected paralysis spells by bumping up your resist.
…except for elemental damage. Those four (fire, ice, lightning, poison) have their own resist effects that do not overlap in any way with Resist Magicka. You can have 200% Magicka resistance and still get zapped in the face just fine by lightning spells and fire traps and whathaveyou. The mechanics here are similar to Resist Magicka, but for that element alone. Many critters and races have this innately - eg. fire resistance for dark elfs and volcano critters, frost resistance for nords and most undead, own-element resistance for atronachs. This is why you have had varying success with your spells in normal combat: because you've used ice on undead, or fire on something that lives around lava. This is also why, if you are a combat mage, you need different spells, because one will not fit all and you will invariably at some point come across an enemy you simply can't damage with your special mega-blast single-elemental spell. Magicka is essentially just a fifth element, but that “element” also accounts for the vast majority of spell effects that “damage” you in different ways than by reducing your health.
And finally, there's Spell Absorption, that runs on the same logic as Reflect, but instead of having a chance of turning back the effect on the caster, it has a chance of nullifying the effect and feeding you the spell's Magicka cost. This is a pretty rare effect and you won't notice it much even when it occurs in the world. It's critically important for characters with the Atronach birth sign, though, since this is the main intended way for them to get Magicka back.
There is technically also a resist normal (physical) damage effect, which is innate to many critters (hence why you need enchanted or special-material weapons to damage them), but getting your hands on that one is… troublesome.
Aria: The first step is you have to admit it. Say it "I'm ugly and I'm proud".
Bulfim: I'm ugly and I'm proud.
Aria: LOUDER!
Bulfim: I'M UGLY AND I'M PROUD!
Random citizen: "Excuse me, officer. I was just minding my own business and a spell hit me out of the blue. I looked around, and there was an orc way up on the mountain. She seemed embarrassed about something, and she teleported away before I got a good look, but I'd swear it was that Aria lady".
Aria, hours later: "I have no idea where this 5 gold bounty came from".
Dark elves: resistant to fire, weak to giant hammers
Dwarven ghosts: resistant to magic, weak to giant hammers
does anyone else notice a creeping desperation entering MATNs voice every time he gets attacked by a cliff racer? Like his sanity is slowly draining?
I always played mages and nuked cliff racers from a distance. In my current run I only carry melee weapons and cliff racers are the absolute worst
Love it. Makes me feel like a young man again
The morrowind experience.
Two important things about training:
1- DO NOT train a skill while it is fortified. You paid the higher price of training a level 57 skill when you could have saved money by removing the Sanguine item and paying the price for training a level 52 skill.
2- DO train a skill while its governing attribute is fortified. The whole restriction of training skills versus their attributes looks at the current fortified/drained attribute level, not the base attribute level. So if you fortified your speed to 100 or more by, for instance, wearing the boots of blinding speed, you could train athletics all the way to 100- or at least as high as the trainer can go. Although the trainer might be perturbed by your sudden blindness.
If you REALLY want to get your money's worth, DAMAGE your skills with a Destruction spell before training, and you'll always pay the minimum price. Sometimes it's hard to tell where the magic ends and the cheese begins
@@nessesaryschoolthing That's probably exploit territory. Jon doesn't do exploits.
@@nessesaryschoolthing Drain, not damage. Damage is permanent until getting restored at an imperial shrine while drain is temporary. But yes, it's also an excellent idea!
@@kc12311 Which means Damage is the easier, cheaper way to get my skill to 1. then hop to the shrine and get it fixed
@crafterofdoom No need for the extra step. Drain 100 points for 1 second, then talk to the trainer while it's active. The spell will wear off after the training and return the skill to its original value +1 automatically.
There's a concerning amount of people who got their clothes stolen in this game.
Love how much you're getting into the main story! Easily the best in the series imo as it's probably the highlight of the game rather than something you force yourself to do
don't forget about asking latest rumors everywhere you go - there're cool side quests everywhere, even in balmora!
Jon having an intense experience in the Dwemer ruin before having an in-tents experience shortly after
About 42:00 - You were hitting him, but some enemies can reflect magic back at you, using a magical effect in Mysticism called 'Reflect'.
Loving the series btw
29:13 A character that won't talk to you and just says "Who's there?" happens when you try to talk to someone who can't detect you. This happens a lot when using chameleon, but apart from that's is pretty rare since invisibility breaks before dialogue starts and sneaking will open the pickpocket menu instead of conversation.
"The bit from Mickey Mouse Fantasia"????
Goethe is rolling in his grave
This series is the highlight of my week when it comes to entertainment
He isn't just teleporting away. He just never stops walking. Part of your training in unarmored is being undefended, so he's leaving you alone for your own advancement.
^This guy...
GETS IT!!!
The bitches I mean, 😎👍
So it's another thieves guild scam?
Pants returned! Great victory for the second Part 25 in the series!
Also if you get the calcinator you left in Caldera, (literally an oven), you can make your potions stronger. Currently you're making uncooked drink. That 4th piece is very important.
...untoasted white bread sandwiches, in Jon-speak.
Or worse, ingredients rolled on dough.
It's pointless to carry all that stuff at all times. It's dead weight. Better to leave it at your base and make potions when you're there
no, the calcinator is only useful if there are negative effects in your potions
@@Disir-Elizbt that's the Alembic, calcinator makes + and - effects better.
@35:20 - I wonder how long it's going to take Jon to notice just how much duplicate Alchemy gear he's carrying? That and the lower-level Alchemy gear he no longer needs... :P
he got a set of master level gear awhile ago
Dwemer Centurions in Skyrim: ornate face plates that tell of the skilled craftsmanship of the Dwemer.
Dwemer Centurions in Morrowind: bootleg Optimus Prime.
This gets more and more amusing as it progresses. There's my old alchemy book I stole long ago, in the Evidence Chest! I don't know why this is amusing, but it is, somehow.
Dwemer coins, soulgems (fill any you find), scrolls (grab the naff ones too) and gemstones are some of the most value dense loot. You can comfortably buy anything you need just looting those items and trading them fairly directly whenever you need something.
30:47 Past Jon covering for Present Jon. Comedy gold.
It’s crazy how invested in this series I’ve become 😅
"If part 25 was so good why isn't there a part 25 2?"
... I AM FIXING THIS NOW
My suspension is that the sprawling gro-Shurgak issue with counting Numenoreans has occuranced again, but I am replicant to spread any such rumors.
Something to consider, Jon: unlike in Skyrim, you can bring your potion making supplies with you. Can. As in you don't HAVE to.
You could leave them in a secure location, maybe with all your other junk that's currently littering the Mages Guild, and only pick them up when you want to make sandwiches, and drop them again when you leave. It frees up carry capacity.
Jon that ring you got is a quest item for Baladas.
Higher tier enemies have built in spell reflect. You weren't missing you were having your spells reflected back at you.
Yep, and it gets utterly brutal for pure mages in the expansions. Drain Health is the only safe spell to even use since if it gets reflected in the vanilla game you don't get hurt, whereas any other damage spell at high levels will just delete your health.
I really hope Bethesda will take some inspiration from Morrowind for Elder Scrolls VI. I think the world is very ready for something less hand-holdy, more in depth, more hard core.
Absolutely loving this series. It's been so long since I played it, there's a lot I forgot! Very fun to see Jon enjoying it!
Oh just imagine ES VI being Morrowind inspired game play with modern day 4k graphics! I would be surprised considering modern day Bethesda but it's such a nice dream to have!
it would be great, sure, but it will never, ever happen. everything under Todd is about making it approachable to a ten year old with the attention span and intelligence of a gnat.
@@jamesdrummond7684 sad but true...
I mean, the Starfield DLC was very Morrowind inspired.
@@jamesdrummond7684 No, actually.
The games are being "dumbed down" because the audience keeps getting older. With less time and with kids or other responsibilities that need attention. If you want more and more "hardcore" games, adults need to stop playing.
Jon is now coming to understand why he's St. Jiub.
Day 7 (14) of asking Jon to fulfill his oath to help old Hentus get his pants back.
Some sources have led us here in the association to believe this might be the day our cries for justice will finally be heard. Knowing that Aria commited the most awful crime of sleeping on an owned bed and with Movis Darys' claim that she made fun of him for not knowing how to read, we are sceptical.
Justice and pants for Hentus!
Justice (and pants) for Hentus!
Without pants, Hentus isn't allowed into any reputable inns and therefore shall never know the joys of sleeping in an owned bed.
@@Lowco5 he already does in this video dude
@@alexhodgkinson6718 I know, the association will address this on tuesday as well as discuss our future and a possible name change.
@@alexhodgkinson6718We were hoping for nicer pants...
He may even get his pants back twice in one day, if Jon has to do a reupload to fix the wrong episode number on the thumbnail and description. Tho I am pretty sure you can just edit those while it is live probably, it is normally an actual edit to the footage when we get a new video.
I need to start Dwemer language lessons.
"Arkngthurch" (ARK-'NG-THURSH) means "graveyard" or "gift for dead). "Sturdumz" (STIR-DUMZ) means "invaders". The latter was often the go-to term for Nords(Atmorans) during the colonisation period.
Arkngthurch-Sturdumz means "Graveyard of (for the) invaders"
I enjoy this playthrough.
I'm late to the party, but for making potions having a calcinator (the missing piece of potion-making equipment) would help! They are super heavy, but getting one to leave in your player base to come back to and craft at would be beneficial!
Hey Jon! Are you starting to understand all the cliff racer memes? Hahaha
This series makes me realize how desperate Winterhold must have been for students that they accepted folks who they might have to teach spells at the literal gates.
Yeah, it's so different. Arena, Morrowind, Oblivion, all of them have well established mages guilds in several major cities. Skyrim: You're willing to learn a single spell to get into our one and only school that only has 3 students and 12 teachers? Yes, please come inside I'm begging you!
the amulets of intervention... we have been trying to nudge you towards aldruhn.
If you need training but can't find a trainer of high enough level, you can go to Mournhold's Great Basar and buy any "Fortify Skill" spell. You can then craft a Fortify 100 points for 1 second on touch. Use it on a trainer of your choosing. They will now offer training in that skill.
This is Sheogorath grade cheese, but if you aim to be master of all guilds like in Oblivion and Skyrim, you might want to do it, just to fulfill the skill requirements.
Shishi is a real nice house if you want to move your junk out of the Mages Guild floor
Jon, non-spoilery tip: Caius the Shirtless Wonder (and the other Blades trainers) offer training!
Yep, Blade trainers are in Oblivion and Skyrim too, right? Not much of a spoiler.
I didn't realize during my first and third and so many playtroughs that I could have seeked the Blades trainers in Blamora for some easy training.
@29:05, I had an eerie feeling that the Silt Strider was slowly picking you up... O__O. Awesome as always!
29:12 he's saying "Who's there?" because he can't see you (he's turned the other way). They'll also say that if you're invisibile/100% chameleon, or on the other side of a door, or if they are blind.
Edit: See, when you tried to talk to the guy in jail he can't see you (NPCs can't see through the bars on the door) so he also said the same thing
Hackle-lo is basically cannabis. You gave this guy his pants back in exchange for drugs.
Yes! Hentus has been avenged!
*mildly jokingly offended german* "The bit from Fantasia"??? You mean the plot of Der Zauberlehrling by Goethe!
That dwarven spectre has a built in reflect thing so he was reflecting your firebite
I think its funny that despite being the least imposing mountains in modern Elder Scrolls games, the ones in Morrowind are the most difficult to climb. In oblivion its tricky but you'll get there eventually. And in skyrim you just need a horse.
Someone needs to make a cliff racer kill counter
Can't wait to see if Jon gets killed by the Ashlander Khan next episode.
"The best loot us in the Dwemer ruins". Perception 0%.
Jon, make sure you do Aengoth the Jeweler's quests in Ald-ruhn before you get too deep in the Thieves Guild and miss out on the opportunity
Daedric bow, there you go...
I wish Jon had taunted the Daedra
He will at some point. Part of the Temple quest line.
When you change location for any reason including teleport the name of your new location appears above the mini map.
Gotta say when Jon arrived at Urshilaku Camp, the gameplay was very intents.
The reason NPCs "teleport" is because training takes time. While you're studying the game keeps simulating NPC behavior in the background, just like when you rest.
It does make wandering trainers much more annoying than your average NPC, who stays in one place all the time. And if it gets too annoying, you can just cheat. NPC trainers will always teach their three highest skills, and you can use Fortify Skill spells to change the list. Though you might need to head into the DLC to get those spells.
I vote that the difficulty gets another bump by about 20% :)
29:10 This hardly ever comes up unless you intentionally do it, but jumping above a character's head and talking to them means they cannot see you. This can be used against shopkeepers by standing out their counter, jumping up, and at the height of the jump you can steal stuff right in front of them because they cannot see you.
I can't wait for you to meet more corpus victims
I think that 5 gold bounty came from sleeping in the Fighters Guild bed. Can't have shit in Vvardenfell.
Oooh.... spellmaking... interesting...
What if... hypothetically... you made a "resist magic 100% for one second" spell and used it to equip an item that was cursed with ill effects... I wonder if... that... would do anything.
Hypothetically speaking, of course. Just a thought-experiment.
Starting to feel like John should invest in a few more destruction spells. Fire bite doesn't seem very effective
Jon, we've all been asking where Huleen is.
Should be part 26, right?
Looks like Claire rushed her editing of this last night to make it on to the live stream!
Jon! Try jumping up the cliffs. If you have a cliff/hill you can't walk up because it's steep, just spam jump. 99% of the time you will just go up it no problem.
Jon do you remember the crazy jump scroll from the beginning you could make something similar, and before you hit the ground you cast light fall to travel vast distances in the blink of an eye, also some old arch mages of morrowind say that there is a secret behind soul trap you might want to look into that, sooner or later you gona fly around morrowind like a super saiyan
Here we go, episode 26.
That means the 26th time of telling you to stop carrying around so much useless junk. You have tens of thousands of gold worth of loot in your inventory that you will never use and should sell. You probably have about 200 weight units of junk that could either be sold or dumped back in Balmora, which would let you loot more stuff to sell for more money. Alchemy stuff in particular has no business going on the road. 🤣
You *know* how bad you are at using potions and scrolls, so just sell it every chance you get, except for a couple of the basic ones (restore health/mana/fatigue) and if it doesn't restore 100+ units over its duration, it is just not worth carrying.
This would solve two of your biggest problems at the moment: having relatively little cash for the things you're starting to unlock (good enchantments, special spells, high-level training) and your inability to pick up loot to feed that beats. It would also solve the issue where you stolen goods get confiscated… because none of the things they took from you should be brought on the road to begin with.
Don't know if anyone has already mentioned this but when you are carrying too much just recall out of there.
Magic Resistance usually will only resist negative effects, not positive effects. I might be misremembering but I can't think of any actual examples of positive effects being resisted. Bretons, my personal favorite race, start with a 50% magicka resist and with a few items my characters easily have over 100% magic resist and positive effects always still go through. Several items/abilities have both, so you can use magicka resistance to negate the bad while retaining the good.
Jon, try a skirt enchanted w/ night-eye rather than light. 25 is a good number...oh yeah, make it a constant enchantment, too.
You can't make constant effect enchantments without a grand soul gem with a golden saint soul, and wasting one of those on a nighteye effect is, well, a waste.
A downside of playing a female character is that Jon won't experience Ahnassi's quest.
FYI - if you get corprus you cannot get rid of it* and it will ruin the dialogue of like 75% of NPCs. So whatever you do, do not loot the corpses of the diseased. *until the quest anyway
But we have cured like 3 people with Corprus. Why can't Aria cure herself
@ I don’t think they had corprus. They just had “a disease”. Hence why you sent the one guy to quarantine and don’t cure him. That’s just the story of it. The only cure is experimental and given over the course of the story.
@ And you can only cure it if you do the cure quest soon after getting in from the main story quest. If not, you’re screwed.
@@ZakisHereNow Blight != corprus. You can only get it from future quest and lady in Vivec Arena he healed already from what I remember.
I had to look it up, because I never caught corprus. The uesp wiki claims, that you can get it from interacting with the corpse of the dunmer woman who needs to be convinced to go to Tel Fyr. Catching it in this way is a game breaking bug, because it can't be cured
Edwinna? More like fore headwinna.
Are all the evidence chests in the different jails actually just one linked chest like in Resident Evil? I can't remember where Jon got nicked for stealing that random tube, but I think it was when he was trying to get a guy to start a fight with him so he didn't start it in one of the murder missions.
i was wondering the same thing but according to the UESP they arent
No, there are many linked to the closest (by some strange cell walking geometry in vanilla) prison marker.
More often than not locked doors have a key somewhere
If you want to enchant a weapon with magic damage that can't be reflected, use Absorb health. Iirc, the damage won't be great, but if it gets reflected, nothing happens
Not a big deal or anything, but this is supposed to be part 26!
Dwemer coins are good for cash, filled soul gems are a bit better. Also, your thieves guild trainer was a merchant.
Someone referencing Disney instead of Goethe for the wizard's apprentice is horrendous!
Please reset the NPCs before something breaks PLEASE
Yes
This should be part 26, last part was 25.
Now fixed, oops
Can you make a overpowered jump spell that has built in slow fall and just yeet yourself across the map?
The reason the magic wasn't working on the dwemer ghosts was they have 20 points of reflect. Thats a 20% chance to bounce the spell back at you
The devs learnt that magic is kind of op so to balance it, a lot of high level enemies come with reflect magic which bounces magic back at the caster. It still takes your resistances into effect so your orcish 25% resist magicka will help, but you can work around it with the "Absorb Health" spell, as you can't absorb your own health
Jon!
Can we get at least a prototype Worst Neravarine episode? What if you start with the worst stats?
I still find your Worst Courier series my favorite. What about how one could at least theory craft how to progress when your stats are south of a drunk ugly boulder and half as helpful?
You could enchant a ring or amulet with a permanent nightsight effect, it would be great for you and for us watching. I would also add 1 point of waterwalking and slowfall.
I did consider it, but I feel like light of, say, 20, is much better than nightsight.
@@ManyATrueNerd It's personal preference, because night eye makes everything uniformly brighter and kinda flattens stuff. It _does_ counteract blind effects tho iirc, which light doesn't.
@@ManyATrueNerdConsidering you might just be like ... Dark Elf Jesus reborn as an Orc, a permanent water walking ring would just be funny.
@@CodeAndGin Does that mean you could use a ring of nightsight with the boots of blinding speed and be able to see while running at ludicrous speed?
@@simon1714 in theory I think so, but of course there's a certain way to _resist magicka_ effects that might prevent the blind from starting in the first place too
We get two Part 25s? Bargain!
Getting a 5 gold bounty for calling the sweet pterodactyl a "Stupid bird" is getting off easy..
lol more reacers
Just thought you might like to know that Britt Allcroft creator of the Thomas the Tank series has passed away
Looking at the title I'm going to guess... Hainab is involved?
Jon, you have jump and levitate spells. "where you want" is irrelevant
Crediting Disney for the Story Zauberberg is pretty unforgivable, Jon.
Cliff Racers will keep being a nuisance for pretty much the whole series, at least until we hit DLC territory. Crahahahaah!
And then we force him to fro eso to see them again
Day 289 of requesting Age of Mythology. Summoning a perverted clothes-stealing demon by accident would be enough to make me stop being a sorcerer's apprentice too. That's WAY worse than having a bunch of brooms come to life.
You really need to invest more into your sandwich making business. Potions become incredible on higher levels and even at 100 intelligence you'll still run out of magic constantly without magic potions. Even at alchemy 50 or so, restore magic potions will regenerate magic faster than you can use for over a minute. The only downside is that there are no cheap restore magic ingredients in the base game but killing deadra will give you plenty of ingredients.
TRAVEL LIGHT ADVISORY! Attention all outlanders and s'wits! There is a free house in balmora one can use for alchemy stowage. An orc eydis fire eye has you kill. No bounty, decent starter loot, 3 story 1 bedroom with tons of storage options.
Named orc owns the house. From the silt strider(arriving) turn right and cross the river. Itll be the house farthest to the right, or western edge of the southern side of town.
I dont like eydis and i dont like secretly working for the morag tong but i do like subsidized housing solutions.
It also helps you structure your level ups when you use one bed only instead of literally stealing naps and forgetting they have a secondary mechanic beyond mana regen.
Use the house, systemitize your run a little. In a game this chaotic a little structure and setup can save a lot of time and trouble.
What did ernest shackleton have that you dont? Besides a welsh companion running every for him? A base camp.
Explorers need a good base of operations. Or theyre more likely to end up dead. Video game, life, whatever.
Day 219 of requesting Jon play Okami HD
John is running his game with some kind of cheat or glitch, where characters and enemies cannot see him. every single episode it seems as if he can run directly up to enemies before they recognize him. I’ve made myself an assassin‘s gear two exquisite rings, one exquisite pendant exquisite skirt with the constant effect of chameleon on them. if I walk up to a character and try to talk to them, they give me that dialogue. Who’s there with the goodbye?.
Didn't that only start this episode?
Oh well, first comment I guess
Congrats, I guess
I guess that's cool.
Day 347/1230 of requesting Jon play a game nobody will remember, like Majesty: A Fantasy Kingdom Sim.