Bro, you hands down are the best Morrowind content creator out there. Please make more. You are very skilled at breaking down and explaining complex topics with in the game.
I tried a straight up High Elf Enchanter with the Atronach sign. Eventually he created a suit of fully enchanted Ebony Armor that basically made him like Iron Man. He would just leviate around blasting everything with elemental attacks in his regenerating, near invulnerable, suit.
@@nikushim6665 I may have.. I don't remember all of the details. I may have been waiting to get Daedric and just practicing on the ebony.. In the end, it was overpowered anyways.
@@Софија-крафт You don't have to kill him. disintegrate armor, calm humanoid and steal it off him. I think he was the only one with Cuirass and R.Pauldron in the base game. However Bloodmoon and tribunal added a alternate source for those.
9:12 HEY, I'll have you know the extra 12 hours of skill grinding for the 3% total stat increase compared to a non-min-maxed character is well worth it when I flaunt it to the jury at my divorce hearing later this week.
Make sure the save file with that character was included in the prenuptial agreement so your hard work doesn't get yoinked from you after the divorce is finalized. She can have the kids and the house, but my Morrowind saves are my ONLY solace in this miserable excuse of a life I have on this floating space rock.
Someone I know had a strategy where he hated being snuck up on, so he made a fireball spell where he maxed out the range with just 1 damage. so he would agro every enemy in the dungeon at once and let them come to him.
Modded Skyrim let me boost the power of Destruction and Restoration skills, and it boosted the _range_ of aura skills dramatically. If I used the Dawnguard holy aura in a dungeon, every undead in the dungeon aggro'd on me :D
25:00 I'd like to note that female Orcs, starting with 45 STR, 40 INT, 45 WIL, and 50 END (before bonuses from Class/Birthsign), also make a good choice for Battlemage type characters.
Also, worth noting is that Nord Females are good as Defensive Heavy warrior hybrids (paladin type with healing spells), a bit better than their male counterparts that are just better as a clean warrior (mostly thanks to willpower attribute)
Yep, this is my one gripe with the video and Pat makes the mistake in the original Morrowind video too. Female Orcs are explicitly set up to be perfect as Battlemages at the total expense of Spe/Agi and having the lowest starting Personality in the entire game. They're a really fun and interesting choice.
End of the day, if you screw up your character, you can hit Aunius up in Wolverine Hall after getting the alchemy set from Caldera and spam bloat and ash yam to achieve chim.
Best tip I can give for new comers is : Dont immediately go to the top of Caldera's mage's guild tower for a essentially a full master alchemy set. Dont then go to Balmora to buy alchemy ingredients to create restore fatigue potions Dont start mass producing restore fatigue potions and selling those to the scamp, to then buy more ingredients for more fatigue potions Dont make a fortune creating a fatigue potion empire Then dont start min-maxing your character via trainers with your early game fortune. Dont min max until you have 100 in all attributes and skills Honestly, this takes forever and literally ruins all progression and fun from the game. Dont do it.
How does a new player even come across scamp? I've refused to look at the wiki despite playing for nearly a hundred hours, and I've yet to organically find the op merchants people talk about. Imo you only ruin it for yourself by metagaming. Sounds like what you did.
@@Telthadium The scamp you should be able to find just fully exploring each town you come in. Probably early given enough guild quests direct you through [there] early on. It's the mudcrab that is literally in the middle of nowhere. Scamp is the 'less useful' one though. Though really he's just more unwieldy in getting proper use out of.
If you don't do all that you might as well not make a self-reducing skill spell so you can reduce it to 1 and train everything to 100 at starting trainers for a few hundred gold.
@@Telthadium There are quests that send you to the house where the scamp is. Also this whole min maxing thing is something I figured out after having played Morrowind for years. The min max playthrough I did was really when I realized I had just optimized the fun out of the game to a painful extent.
Walk into Berne clan, charm them all, command humanoid and march them all out one by one into the sunlight killing the whole clan off just using your words.
@@dumkopf That’s what they mean. Squeezing 30 minutes out of a game, for which he previously made a 10 hour video. You’d think Patrician would have exhausted his thoughts on the game at this point.
I think I’ve broken basically every rule you mentioned here and ended up making a character I really love. It’s such a fun and often ridiculous game and I’m glad people still talk about it today
i still remember the first time i made a character in morrowind i was 3 years old and its funny cus i understood the class system but coulden't workout the combat system thankfully my dad was like this is the error your making now iv been playing morrowind on and off for years
These games weren’t designed with Min maxers in mind, so makes sense a more balanced playthrough would be more enjoyable Some of my best CRPG experiences were from creating loveable dumbasses.
This video is only as example to those who are really new to Morrowind But there is no one stoping you making character you like and play, regardless does it work or not I made Khajit that is heavy knight, of course i do not get all armor pieces to use but i did work around to fix that, it all comes down to what you are imagining how you do things At least Morrowind is not as punishing as Daggerfall, if you make "weaker side" character, basically not optimal or not well-suited character You get as5handed at the VERY FIRST tutorial dungeon, of course you can make any character you want but there few things you must take in account regardless of playstyle (if you do not use cheese strats)
I mean some of the advice he gave was wrong from a min/max perspective. But morrowind is one of those games that you could easily play through regardless of whatever build you choose, as long as you understood some of the basic mechanics.
As someone who’s first rated M game was Skyrim I’ve been hesitant to play a game without fast travel or quest markers but your morrowind video convinced me to get it today. Edit: it's been three weeks and i've got 60k intelligence because of alchemy
It has fast travel, but not from anywhere to anywhere at any time. Boats, Siltstriders, Mage's Guild porters, Propylon Chambers, Scrolls and Spells of Recall and Intervention are all options.
@@Kaftan I mean you can fast travel from anywhere at any time, using some of the spells you mentioned. It just costs MP. You can even fast travel from indoors, which you can't do in the more recent games. Once you figure out where the interventions in a region take you, they aren't much different from clicking on Whiterun on your map - and once you have mark/recall? Hell it's even _better_ fast travel than the newer installments. In Skyrim if I'm mid dungeon and want to go sell loot, it requires me to run out of the dungeon, fast travel to a town, sell my stuff, fast travel back to the entrance of the dungeon, and make my way back to the point I left off. In Morrowind, its: Mark, Almsivi Intervention, sell stuff, recall, back to action in less than 5 mins, never had to run out of the dungeon to do it either. Way better imo.
You’ll find something beautiful. The Journal entries are so damn good! They’re detailed, and allow you to have a handy reference to what you’re doing at any time. They’ve got nested references allowing you to click through for more details about the who, what, when, where, why, and how of any quest. The only issue is orienteering, as you don’t have an innate compass. You’ll quickly get used to checking your facing on the map for directions. North is the top of the map, south is the bottom, east is the right, west is the left. You’ll do fine, keep your head on straight and if worst comes to worst, enjoy getting lost in the crazy world of Morrowind. Just like Skyrim, if you pick a direction and go you’ll eventually run into *something,* so long as you don’t go into the ocean.
*Note of Rogues;* If you want to do a Stealth playthrough, it can be worth it to mix in Conjuration, as a high enough base Conjuration will allow you to start with the Bound Dagger spell, immediately giving you access to a decently strong weapon. Later on, Command spells are very abusable, Turn Undead can make it easier to loot tombs, and any summoned creature is, obviously, going to help keep you out of a straight-up fight.
What got me in was a spear build. The extra range meant that cliff racers were incredibly easy to kill, unlike the memes I had heard prior, cause you can always reach them.
I'm considering trying a spear build for my first play-though (Combat, Imperial, Lady Sign). Is medium armor worth it as a major skill, or is it a trap?
As someone who tends to play magic a lot in this game, I'd also like to clarify a few things that could be confusing otherwise I feel (and to also help reduce frustration levels should new players go this route): 1. Resist Magicka does NOT mean 'resist all magic'. A better way of putting it would be more like, 'Resist Status Effect'. Unlike the later games where that really does mean 'resist all magic', in this it is only a defender against negative status effects. Things such as blind, burden, silence, and so on. 2. In normal OG Morrowind, Unarmored is broken unless you, ironically, wear one piece of armor. In OpenMW this bug is fixed I believe. So if you're wondering why your Unarmored skill doesn't keep you from dying very well, that's why. 3. Strong spells =/= Better spells. While casting a room-destroying fireball is great, it's mostly as a 'for fun' sorta thing. More reasonable spells are far more effective due to 'chance to cast' being a thing. In the late game, a big spell can backfire, because many of the strongest enemies/bosses have some level of 'Reflect', which means that any spells, even enchants, can bounce off and hit you instead. 4. On that same note: Magic skills (if not being trained by a trainer) level via number of successful casts in the OG Morrowind, NOT by the strength of the spell. Meaning that casting your big room-destroying fireball will give the same XP as casting a little fireball would. 5. Don't be afraid of the Mage or Apprentice birthsigns, and feel like you 'need' Atronach. Even the 50% boost from the Mage is actually quite good. That means at 100 Intelligence, you will have 150 Magicka. And there are a few artifacts you can collect later on, that can easily boost your Intelligence to 145, which will bump you to 217 Magicka (which would be 145 Magicka without). Which, compared to a non-magic focused character, that's still a little over double the magic pool that they'd have. 6. Experiment with spell effects you like. Find what works, see what enemies resist different effects. 7. Be logical: Magic effects need to be bought via owning one spell with that effect. Ergo, if you go to some mage out in the boonies, you're gonna only the basic stuff. You gotta go where the mages are to find the good stuff. 8. Don't underestimate the power of the Blunt skill *(insert weed joke here).* Having a blunt weapon (a staff is recommended) with a small Restore Fatigue or Absorb Fatigue enchant on it, either as a castable spell or as a 'cast on strike', can be tremendously useful in the early game. Both effects are extremely cheap and easy to find (even from the beginning of the game). On a similar note, Restore or Absorb Health are good too, although both are more expensive to add as an enchant. Also beware of enemies absorbing or reflecting your spells if you do. Restore Health/Fatigue as such is a safer option if you don't wanna risk it. That said, the Ebony Staff is pretty much the best weapon to enchant in the late game, so if you can find one, you've got a tremendously useful tool. There is 'Restore/Absorb Magicka', but outside of modding the game (or cheating) those effects only exist as scrolls or potions. 9. Alchemy. I don't even mean to use it to exploit (because even as someone who's played the game tons of times, I find it boring), simply the act of Alchemy is a profitable venture with a bit of careful planning. It is not that expensive to get yourself a set of Journeyman alchemy equipment and some cheap ingredients to start churning out Restore Fatigue potions. Yes there's exploits to get Master or Grand Master alchemy equipment, but again, that's boring. Before long you can have a pretty good fortune, although some would consider alchemy in any shape to be exploiting the game economy, so just go only as far as you feel it's reasonable. 10. Enchanting. Before you do anything else, use a trainer to get your Enchant skill up as reasonably high as you are able. It's a pain in the ass skill to level, but there's a few trainers around. As you are also playing the game, open every generic container you can (most of all big crates). Long as they aren't 'owned' (which in OG Morrowind you don't know this without either modding the game or activating a console command), you can take stuff from em. Most of all you want Petty soul games and Paper. Paper (blank paper only counts btw for this) can be turned into one-use enchanted items, albeit rather weak ones. Not to mention petty souls to fill those soul gems are extremely easy to find (which also means all that Soul Trap casting will help your Mysticism skill to boot). Couple these together and you can have a whole slew of weak 'scrolls' you can use. Just beware: Like so much else, you have a 'chance' to enchant something, and unless you mod it, the game does NOT tell you this. And yes, even with 100 Enchant, you can fail an enchant and lose your soul gem.
You deserve an arch mage hat, my dude. I personally would steer clear from alchemy at all costs, or at least instal a mod that makes all craftable potions cost 0 no matter what.
@@Karina-winsmore Yep on my own mage playthroughs I level alchemy PURELY as a tool by which to help myself, not to make money with. Like in the late game, combining a Diamond, Vampire Ashes, Void Salts and Comberry to make a Reflect/Spell Absorb/Restore Magicka elixir is a tremendously helpful boon, and I don't even cheese it by making god-tier exploit potions. The potions are strong enough as-is to cover any game content I might need em for.
@@TheNN my go to magic custom class in morrowind is vanilla mage but with one simple tweak - enchanting and alchemy is replaces with either social skills or movement skills. I dont take endurance as fav atribute, thats too min maxy for me. Also, i use mod that makes mana regen from resting % based on total mana. So only 8 hours of rest instead of 40 at high mana pulls.
Out of all elderscroll games morrowind has my favorite form of fast traveling. Using jump spells to travel is fun. there so many fun things you can do with magic in this game that at any non mage class I play would be at least turn into a mage hybrid class in the end game.
@@sup1602 One of my favorite builds was like that. A inventory full of rings, amulets, and clothing to do all my damage, buffing, and healing. Leveling was horrible but I was in love with the idea of this weak doofus franticly running around and throwing on ring after ring after belt after amulet from out of his bag to try to kill a dremora lord.
@@asmonok8186 my most recent character is a treasure hunter who only uses artifacts/enchant and is on a journey to collect all of the Tamrielic Lore items. It’s a legit challenge but has been really fun
Jump is actually my preferred way to travel. It's significantly faster than levitate, just need the HP to be able to handle the landing lol. When you get yourself a constant regenerate health ring, it becomes really good since you dont need to stop to heal anymore. Its the first enchanted item I buy every playthrough, a Jump 40 for 2 seconds ring costs about 6k so its pretty affordable early on.
Great tips for first time players! My two cents: You talk about the mechanics behind Endurance and Health but it can't be said enough that you do really NEED a large enough pool of health for the later quests, especially the expansion packs Tribunal and Bloodmoon. Stealth and Magic players should definitely be training heavy and medium armor and spear even if they never use those skills to get at least a few +5 buffs to Endurance on level up. They should really be aiming to get their Endurance to at least 60-80 as early as possible to get enough Health for end game content. It could be emphasized that, other than Endurance, you can really level however you like and take your sweet time, even levelling inefficiently, because all the important bits of the game world are basically static and you will naturally level up to place where you can handle almost any situation. Of course, like you said, you REALLY need a 40-50 level offensive skill (destruction, long blade, marksman etc.) to even begin a character. I think a lot of players are immediately frustrated by the combat because they don't build a character or use a weapon within that range and to top it off they always fight totally Fatigued (or, fatigue-less as Morrowind would say it). Alteration, in my opinion, is the best school of magic in Morrowind because of how useful it is. I think almost every character should pick Alteration and create 11 second 1-point levitate, water walk and water breathing spells at the Mages guild. Those spells cost 1 point and have a high success rate regardless of character class. It's good to make a low level unlock spell as well, so you don't waste your Open and Locksplitter scrolls on low level locks such as those under level 25. Mysticism is useful for Mark, Recall, Soul Trap and Intervention but almost all the essentials can be found in very common enchanted items and this school is more difficult to level because you don't cast those spells constantly. I think it is worth mentioning some of the essential items you should be carrying such as potions of restore strength, cure disease and cure blight potions as well as enchanted items that restore Health and Fatigue. You can solve 90% of your Morrowind pain by carrying those sorts of items as damaged attributes are serious business in Morrowind. Plus, having restore Fatigue enchanted items means you can run around the wilderness and quickly spam your restore fatigue item as soon as you spot an enemy. Also, enchanted weapons that can be cast as spells to summon Bound weapons are incredibly powerful for new characters, even giving a 10 point boost that skill while wielding the weapon. I heartily agree that the best character for first time players is a melee, tank-like character. Honestly, I think the best possible starting character is a Redguard sword-and-board with medium or heavy armor, armorer and maybe some secondary non-class skills like alteration and possibly acrobatics as it is easy to level. You get to try out the Redguard's racial power and start with 50 in long blade which makes the start so much easier. As for magic characters I think adding in a non-magic combat skill like blunt is very important because running out of Magicka is such an issue in Morrowind. Great video as always!
Yeah constant effect : restore fatigue is a super strong enchantment and actually not super expensive. Usually put that on pieces that can't hold high enchant values as you don't need much, stuff like belts, greaves, etc
Six bucks is a bargain for this game. For newcomers, if one of your favorite things about oblivion and/or skyrim is magic, Morrowind has a satisfying magic system. There's not a lot of games that let me actually feel great while roleplaying a sorcerer or wizard. It's almost broken but hell of a lot of fun.
The magic system IS awesome, perhaps better than the one in Demon's Souls since you can use it for roleplaying purposes. But I have to give it to this game's atmosphere and how magic works within that context. Morrowind hasn't been topped by any other western RPG when it comes to the game's world.
@@parissmith5727 I disagree! I like Might and Magic VI, VII and VIII. These games are available on GoG for a few dollars. Yeah the graphics are closer to Daggerfall's. But the magic system is perfect. You get a spellbook with a finite number of really powerful spells which scale with your skill in magic. Early on, you can fly like a jet and cast meteor showers etc... The lore is equally enjoyable.
@@user-xg6zz8qs3q I like Might and Magic VI a lot, but I wouldn't say the gane's presentation matches something like Morrowind. I do enjoy the live action portraits and 2d sprites quite a bit but you really have to be invested in the lore to see past the presentation. Game's a lot of fun though.
@@parissmith5727 Might and Magic has better dungeons. Better music. Better magic. Movement speed is faster. The quests are much less repetitive. Overall, you get quality over quantity. In Morrowind you get quantity over quality.
Want to know a peculiar fact about openMW? When Bethsda spoke with the openMW team to discuss the legality of it and the terms they had to follow, at first they thought openMW was an android port of morrowind and that freaked them out, then the situation was explained but the openMW team still has the condition of never mentioning it's also playable on android devices. Seems like old beth is worried about openMW affecting Blades (that crappy mobile game) sells lol. People should point out that this is playable on mobile more often, not only because it's true but because it makes Todd seethe.
This is just blatantly false. Unless you think Bethesda was planning that hammered together rushed job as far back as 2014 which is when the exchange originally occurred.
@@AyaKho Of course this is just a theory of mine, what is true though is the meeting in which they discussed the condition of never mentioning that openMW is playable on android, it's on their website. Honestly, you are right in that it was a lot before blades, but probably they had always planned to do a mobile game. People should mention it more often, as it is really impressive.
@@asgoritolinasgoritolino7708 I mean Bethesda have done (read: commissioned) mobile games based off Elder Scrolls several times before. Shadowkey, Dawnstar, Oblivion Mobile, Stormhold, and Legends all before Blades. All are a source of some obscure lore. Some you may recognize from the mod Home of the Nords. It's pretty likely that someone on the marketting/legal team saw this and said "hey, we might want to do that ourselves one day lets check in on this." If Bethesda was thinking about a mobile game in 2014 it was Legends. Which, while definitely not the cup of tea of the average hardcore morrowind dude (it's a card game) definitely contributes in a very real and interesting way to fourth era lore.
I've tried so many times to play as a sneaky, purely stealth-oriented character. My last try was some kind of ninja roleplay - basically, I found most ninja-like armor and used exclusively tantos and wakizashis for melee weapons and throwing stars for ranged. It was miserable. On early levels stealth just straight up doesn't work. And on higher levels doesn't matter that much. So in the end I trained unarmored, got naked, took daedric dai-katana and cleared out all daedric ruins and red mountain fortresses. I also want to note that in vanilla Morrwind without patches hand-to-hand skill doesn't use Strength for damage. But even with damage from strength, with 100 HTH and 100 Strenght, every enemy will be a chore to kill.
My favorite build is just a straight up Mage Killer. Just use a standard heavy armored warrior Nord with the Atronach Birth Sign. After that I go out and get a bunch of Artifacts, really just 3 with one being optional. Like the Ring of Phynaster, Denstagmers Ring, & the Dragonbone Cuirass. I have 100% Frost Resistance because your a Nord, 50& Shock Resistance from being a Nord & the other 50% from both rings. And then a 100% resistance from the Dragonbone Cuirass. You also have 50 Spell absorption which you can either enchant for the rest or use items like the Staff of Magnus to make up the rest, but this item is completely optional and you are still a beast without it. It is awesome basically just eating or resisting most the spell in the game. You could also instead of being a true warrior be a battle mage type character to do all this and still cast spells, which would make it easier it get the Dragonbone Cuirass. So you deal heavy damage, resist a ton of damage, can cast spells if you so chose, and resist or gain from other spell casters or enchanted items. Its really just the best build in my opinion. The only problem is how many skills you have to balance if you decide to play as a Battlemage and the fact that you have to search for the Artifacts needed to make this build OP at early-ish levels. Still my favorite though because I am pretty seasoned at Morrowind.
I actually like using the premade classes. They make me feel like my character had a place in the world before I played them and push me to use combinations of skills I would not otherwise use. They might be suboptimal lot of the times, but playing a character with specific weaknesses is to me more interesting than something more optimized.
I once tried to minmax HP in this game. Went with a female orc and beelined over to the Bitter Cup. End result? ...Boosted Endurance, yeah, but left with 5 Personality. Turns out there was an entire 'tier' of pissed off NPC dialogue I never knew about! Everywhere I went, it sounded like everyone has been putting up with my bullshit for _years!_
One thing to note about the Spellmaker is that the casting chance it reports assumes that you're at 50% Fatigue. If you're fully rested, your chance of casting a spell will be higher than what you were told when creating the spell.
@@MajkaSrajka Fatigue affecting spellcasting chance is perfectly valid and makes a ton of sense. Affecting your haggle ability at shops is the real oof.
@@C00kiesAplenty math being borked leading to buy prices going down instead of up pass certain treshhold of your haggle score (which includes stamina) is the true oof (your sell price goes up, your buy price goes down, but there is a rule that your buy price cannot be lower than your sell price, meaning that after the two meet, as you increase haggle ability your buy price (which includes buying million dollar custom enchants) goes up. This in total makes stamina affecting your haggle ability a blessing in disguise, as you can reduce your haggle ability by draining your stamina xd
Thank you bud! I somehow missed this game growing up and I'm playing it for the first time at 38 years old and really enjoying it so far. I made a bird warrior but I really want to be a mage or hybrid. The red guard hybrid sounds like a great idea
One thing to note: In OpenMW, recommended here, The Lady's fortify endurance does not actually count towards HP on level-up. (May be fixed in newer/unstable/beta releases but last I heard it was an issue.)
Same in vanilla/patch for purists It’s a permanent buff you see listed in the buffs window so it doesn’t actually add hp, and caps you at 75 endurance for level up hp gains essentially. Working as intended. There are mods that change it to the super OP form he talks about though which I guess he has
@@bogusjuan4998 Nope. Sorry, not the case. Booted up the game with no mods to check how it works in vanilla and Lady does indeed count towards the HP per level. I believe the buff in the menus is just a visual thing, it in truth is just a straight one time change to the Endurance value in vanilla Morrowind, which you can also tell from how your Endurance isn't highlighted in bright white as it normally would be when under the effects of a fortify effect. So, not working as intended per se, just a flaw with the way OpenMW handles things currently.
This is so bizarre. I actually installed Morrowind again on my MacBook with the help of OpenMW. I actually thought "Hmm.. maybe actually check a guide for this run this time." And here we are, Morrowind, the game I watched my brother play because I was too young to know English or understand the game mechanics, and which stimulated so much fantasy at my young age, has become 20 years. Thanks!
Man I wish your video(and TH-cam) existed when I was a wee bab. I had to print out a gamefaqs walkthrough and navigate the mess of pages just to wrap my head around this game at the time. I don't regret a second of it.
17:34 The Lord gives a spell, not a power, so it can be used more than once per day to restore health. Contrast to The Ritual which IS a power. It's not necessarily worse in every way if you have to heal multiple times in a single day. The Lord can be better in the very early game because of this, although The Ritual is much better after you acquire other methods of restoring health quickly, because of the Turn Undead spells and the fact that it doesn't come with a huge debuff when fighting against fire.
16:49 It’s worth noting that when using OpenMW the Endurance bonus from the Lady birthsign does not increase your health gain per level. On the plus side it does allow you to level Personality and Endurance above 100.
The recently nightly builds have changed that, it functions like vanilla MW birthsigns now if you grab those instead of the stable release builds (that are honestly about 1-2 years behind the nightly builds at this point).
Sincere thanks on the openMW mention. Despite having watched the Morrowind video around a dozen times, I'm still a casul enjoyner when it comes to the original PC version. I got in deep with the SH2 Town of Silent Hill mods, but modding TES games is what I consider to be a headache. OpenMW made the process very , very easy for the essential mods.
I made a pure hand-to-hand character recently. It was hell in the beginning (rats have an absurd amount of fatigue), but it was a very enjoyable challenge. Highly recommened for experienced players looking for something different.
HtH is unironnically the best build. Once you get some levels in it, your fight opener is punching someone so hard they can no longer succeed at skill checks. The fatigue penalties go for NPCs too and they are stupidly harsh. Even OP late game mages can be feasibly beaten by a flimsy character with enough HtH. Some troublesome early game powerhouse fighters lurking in caves are similar. it's also just boring as paste. There's novelty and humor in it so long as punching a downed enemy for several minutes hasn't worn on you yet.
@@KittysDawn Just use hotkeys (available in vanilla game) to switch to a weapon when your enemy is knocked out. Strangely enough, Morrowind's healer class is perfectly setup for a hand to hand build. This class has hand to hand as a major and blunt weapon as a minor.
@@KittysDawn I finished playing one recently on max difficulty, made it all the way through the Fighter's Guild, Main Quest, and then Tribunal. If you go full roleplay pugilist mode where you're wearing no armor and minimal clothing, you're in for some long and tedious fights, but I think it might be manageable if you're willing to use custom fortify spells on lower difficulties (or with openMWs strength scaling on.) As for me I decked myself out in daedric gear and exquisite clothing, got myself up to 418 hand to hand with all my gear on, and an amulet + spell that gave an additional 100 for 20 seconds each. Gods fell before my mighty fist, but King Helseth's ring gave him too much regen to do anything to him. Also when I had to fight Karrod, he took so long to kill that I broke all but his right pauldron/gauntlet so he just stood there with two pieces of armor on for the rest of the game. Overall would reccomend to anybody with the patience to suffer through early game. Overall it was not that bad once I got to the point where I could start making my enchanted gear, Almalexia took less time to kill than some random bandits I killed for Percius Mercius in the dark times where I had only 100 skill with no fortify effects at all.
I'm starting a martial arts type character using HtH and blunt weapon for staffs. Main attributes being endurance and agility. Probably throw some drain fatigue, paralyze, and jump spells in to make it interesting
The sequel we've all been waiting for. Now I don't have to skip to the main quest part of the 7 hour video every time I want to create a new character.
Two big missing parts from the video: 1) Major, Minor and Specialisation Skills not only start higher, but also level faster - and quite substantially so. Misc Skill - 125 experience needed Minor Skill - 100 experience needed Major Skill - 75 experience needed Misc Skill within specialisation - 1.25*0,8 => 100 experience needed Minor Skill within specialisation - 1*0.8 => 80 experience needed Major Skill within specialisation - 0.75*0.8 => 60 experience needed (There are 9 skills within specialisation) 2) Bow and Dagger damage from the Stealth specialisation scales with the Strength (0 strenght = base damage, 50 strength = 2x damage, 100 strength = 3x damage, so getting some strength as a Stealth character may be benefitial (especially considering that you may be lacking Strength progression through your level ups.
Any physical damage calculation includes STR, why mention bow and dagger damage specifically? Truth is-it’s much, much easier to substitute lack of strength than lack of agility, therefore AGI is still a more beneficial combat stat.
@@max7971 I mention bow and dagger specifically, because even if you are building archer or assasin, you should still get strength, or maybe even arguably prioritize it over agility; and because many of the modern games actually have dagger/bow damage scale damage with Agility, often better than Strength, and because Morrowind doesn't show its math so people may not know how important it is. Agility sounds good on paper - "Im missing so Agility will make me hit more", but its effect is very small. Agility gives you 1% chance to hit per 5 agility, Weapon Skill gives you 1% per 1 Weapon Skill. You can literally substitute 5 Agility with 1 Weapon skill, or 50 Agility with 10 Weapon Skill (hit-chance wise) to reach the same effect. If you use your main weapon a lot, you could get +4 or 5 Weapon Skill per level, getting 4-5% hit chance and then dump +5 into Agility to effectively gain only +1% to hit from it. In 5 levels you will feel way stronger and hitting much more, but not thanks to that extra 25 Agility (5%) but thanks to 20-30 Weapon Skill (20-30% chance to hit). The starting, "+10% weapon skill" from your race will give you as much chance to hit as 50 Agility, meanwhile comparatively a 50 Strength will increase my damage by 50% (from 200% to 300%). IMO 10% chance to hit will always lose with 50% more damage. Proper fatigue management has an effect few times stronger than Agility. Not to mention that hit chance works on "price is right rules", meaning any hit chance over 100% doesn't do anything - you still land the hit and deal same damage, meaning that from the about 60 weapon skill forwards you could start getting diminishing returns as you get to land all or at least vast majority of your full-fatigue hits anyway. "The Warrior" birthsign that fortifies attack by 10% in fact increases your chance to hit by 10%, which is as much hit chance as 50 Agility (and it doesnt fall off, you can end up with both full agility AND +10 chance to hit from the warrior on top of that, which is way better deal than +25 starting agility). On the side note, willpower is even more awful to boost Spell chance, as each Spellcasting Skill point increases chance to cast a spell by 2%, and Willpower only 1% per 5 Willpower, meaning going from 50 Willpower to 100 will have same effect as 5 Spellschool skill lol. The only reason it can be argued that Str can be substituted easier than Agi is because Sujimma drink is broken beyond measure and if it actually was a potion o ra scroll that used a formula for it cost it would cost high-hundreds or thousand+,or because of "here is how to find daedric weapon at level 1" guides that give you 3x more damage - both make game a joke and a cakewalk at which point it is not worth arguing what is better as at that point you can pretty much complete the game at level one, and we may at this point argue the alchemy loop or crafting spells with costs so high they cause int overflow so the cost 1 mana again.
As always Patrician, good to see a new video out. I don't comment often, but as always, I watch every single one of your releases. Since your really into Morrowind, highly recommend tapping Warlockracy on here. He does a whole bunch of morrowind themed content with a great deal of the big mods n' such, great guy. Sure you two could come up with an amazing video or something along those lines.
@Socucius Ergalla ah, yes. We've been expecting you. You'll have to be recorded before you're officially released. There's a few ways we can do this, and the choice is yours.
Very nice video. Its nice to see more people recommend slotting the skills they are actually going to use throughout the game. I think a lot of new players just look up "best build" etc. and try to copy a min max build which is really tedious(unless you like auto clickers and being afk) resulting in them thinking the game is bad and never returning. Ive literally spent half my life playing this game and I love seeing people get introduced to it. My unlikely but wishful thinking is that bethesda will realise people still want these kind of rpgs and not just dumbed down versions of them. Skryim wasnt a bad game by any means but it didnt feel like an elderscrolls game to me when there is zero thought put into character creation.
thats actually a bug due to how the minimum duration calculation adds 1 second which effectively doubles the cost while providing no benefit compared to the instant store bought effects. there is an option to fix this in the codepatch
I have a fun idea I'd like to try. I call it the "Artificer" Medium armor, Enchant, Armorer, Alchemy, and Mysticism primary. Conjuration, Alteration, Mercantile, Restoration, and Illusion secondary. Train up a single weapon skill and/or Destruction otherwise but not nessicary for this to work. Breton, Atronach Birthsign, focus on Magic and on Intelligence and Endurance. The goal is to be somewhat of a pacifist at first, either making or trading potions and magic items until you can reasonably survive nearly anything. Make or find a spell of Absorb Fatigue and one for Absorb Magicka, allowing you to cheekily knock someone on the ground, keep your magicka high through potions and absorbtion, and loot people of their valuables without killing them. Use a ton of magic items to simulate Destruction spells and a lot of utility while you train and/or practice your lower magic skills, using a combination of Illusion and Mercantile to make loads of money.
I remember trying the pacifist thief style once, and found it much easier to enchant an item with the damage weapons and armour effect and reverse pickpocket it onto them. It was fun stripping Balmora to the floorboards.
It would be so awesome to have a game made with the care and passion of Marrowind but with modern technology. Shame BGS doesn't have either the modern tech or talent anymore. Great video, time to immerse my self in a good game again and try to forget the torture that was playing Starfield.
One trick with Bound Weapons is create an item with Summon chosen weapon type for 29 seconds. You'll need an enchantable item with 2 enchantment capacity but it will only cost 1 point to cast. No matter how low your Enchant skill that one point will regenerate before the 29 seconds are up so you essentially have infinite recasts. You aren't going to have many fights that even last 29 seconds and for the few that last longer enchanted items cast instantly. If you complete the quests and clear the smugglers cave in Seyda Neen you can afford to buy a filled Petty Soul Gem from the enchanter at the Mage's guild in Balmora and have her perform the enchantment (the total being under 2000 gold even with bad skills). If you want something a bit cheaper there's also a Khajit vendor in Balmora that will always have a Demon Tanto (summons Bound Dagger for 60 seconds) and Devil Spear (summons a Bound Spear for 60 seconds). Those will cost under 200 gold but can (very rarely) run out of charge if you use them too often in a short period of time. Of the Bound Weapons I'd say bow, dagger, spear and axe are the best. -The bound bow is just generally useful once you have 50 Marksman and 50 Agility if for nothing other than swatting cliff racers. -Daggers are the best weapons in the game if you don't have Carpal Tunnel Syndrome. You can attack as quickly as you can click and once you get to high Agility and Strength you can pretty much stagger lock an enemy so they can never attack back. -Spears have a long enough reach that, if you know how to kite the enemy by running backwards away from them, you can keep hitting them and they'll never get close enough to touch you. -Bound Battle axes have the highest one hit damage in base game (except for a few with enchantments). Just remember you have to hold the attack button for a second to power up the attack.
It might not have the gameplay of Elden Ring or the characters of the Witcher 3, but this game manages to keep me in and coming back like no other RPG. And that's partially because of systems that in turn create the combat flaws newbies so often complain about.
The real build is mercantile and enchanting based. Just buy your way in to competency. Just do it. But seriously, I've seen a lot of morrowind starter guides that are muddled and can't focus. This is nicely put and succinct. Though I'm sure a wealth of tips could be crammed in more and more and more.
Mercantile, alchemy, and enchanting means powerful items for days. Made myself a 100 dmg 18 foot aoe fireball ebony cuirass. Thing decimates anything without FR
I always start with good intentions, pick up some warrior skills, tell my self I'm going to take my time getting into the Morrowind experience. By level two I've stolen someones shoes, broken all known laws of aviation, and and uno reversed the dark brotherhood for money, so I can fund my mages guild tuition, and ash yam addiction/bloat. The only work around for this bug, seems to be playing an Argonian or Khajiit, and I must stress, it's only a partial fix.
I was able to build some OP toons with a fighter class Redguard, a magicka class Breton and a Rogue Bosmer. While this might seem rather obvious now, at the time I was new to TES games and managed to put 100s of hours into each character. Good times for sure and very interesting vid.
Pick the iron dagger as a mage, got it. Bad jokes aside I appreciate you making this. I've been hankering to play Morrowind again but it's been so damn long that I've long since forgotten how it works. I had a really good build I used to run all the time when I was younger but hell if I know how to remake it organically. This made me think I might actually give it a shot.
20:30 Restoration also covers *fortification* of abilities. A good Fortify Agility spell will easily give 100 percent of hits with increased dodging. Love being a spellsword, because those swords just do so much damage for so little cost.
I minored in Short Blade and Block and majored in Heavy Armor and Restoration, so hopefully I can fortify my defense and offense a good bit and get results.
I think that a Nord battle mage or spellsword using frost magic would be interesting since if the spells were to be reflected, then your character's 100% immunity would negate the reflect.
My first playthrough of Morrowind, I played as an Argonian at the time because I thought they were evil and cool looking. I sold the package and got lost in the swamps. I got into a knife fight with one of the residents as well. My second character was an Orc, because I thought he looked cool and evil looking. I messed my spreadsheets up, did bad things in the fighters guild and got lost in Azura's Coast fighting other Orcs.
Finally picked up Morrowind a while back after playing and loving Skyrim and Oblivion many years prior, and have been having a grand time since I figured out the importance of Agility. The moment I realized the levelling system with atrribute bonuses worked just like Oblivion, I couldn't stop myself lmao
Another thing for magic, if you want to clear up your spell list after a while you can shift click the spell you want to remove. Once I found that out it was much easier to sort through my spells of all the low-level spells I had.
Breton, Atronach, combat specialization, attributes are willpower and endurance. majors are light armor, long blade, alchemy, alteration, athletics. Idk why but I always end up using this build in Morrowind bc of how busted it is. Love this game so much for how you can make any build and break the game with it.
This is an outstanding video. It's full of information, presented intelligibly, has interesting tips thrown in (like telekinesis to safely trigger traps) to the point and gets to what new players are looking for. Great job!
I’m a Vvardenfell veteran and I must say this is a fantastic video. Only things I want to note are that I’m pretty sure enchantment is broken at higher levels because of the algorithms so even at 100 you’re not likely to succeed super complex enchantments. I wouldn’t bother. Also, I play in openMW a little bit, and I think but do not know for sure that the lady does not give a bonus to your health as far as its endurance goes, although perhaps that might’ve been a patch I installed.
Ive kinda always just done the same old dark elf spellsword type build but recently went ahead with a pure warrior as a redguard and the lady birthsign and oh my god...so OP.
I always play a Red Guard or Dunmer spellsword who specializes on medium armor and longblades. It's like the Skyrim stealth Archer for me. No matter how I wanna start that's how I end up. I use a scimitar or a similar broadsword, with a medium shield. Magic is mainly alteration, for movement stuff and protection. I also have resto and destruction for healing and a bit of ranged poke.
i wonder how much less complaining there would have been if the game showed you the melee hit chance formula probably around the same, but people might respect the stamina bar more
This is a nice guide. The way you show it makes characters that are immediately usable and, most importantly, fun to play. Sure, the idea of having as many skills as possible at a low level at the start is a nice concept when you want to min/max the hell out of your levelling, but it's not really that much fun. Well, to be more specific, it's fun for people who are into that kind of thing, maybe not for people who just want to play the game in their limited free time.
This is a nice guide but I think that Morrowind is pretty flawed in terms of character archetypes. Magic is overpowered. Enchanted items and artifacts are overpowered. Stealth is kinda pointless. Combat is meh. In the end end boosted stats through magic, enchantments, items and potions outweigh combat skill. More traditional RPGs have more defined archetypes. Morrowind is a jack of all trades, magic is king kinda game.
Argonian + steed + spear and you're playing chivalry with speedhack on. Also worth noting for people coming from newer games of the series - arrows you miss stop existing so marksman can be very punishing early on before you have a steady supply of ammo and understand how npcs move around. I dont know if one of the newer patches or update mods fix this but its worth noting if you go with vanilla
I am very cautious about this Morrowind resurgence. The last thing I want is for the game to be "updated." Morrowind is a product of its time and perfectly fine as is, I think. A few quest related bugs aside, naturally.
@@parissmith5727 since bethesda are migrating their library to steam anyways, steam workshop for morrowind in near future wouldn't hurt anyone for sure. ;P
Armor makes a sound, the heavier the more of it so it's pretty important for stealth to not wear one or wear only light one. Khajit and Argonians can't wear helmets anв boots which is pretty important for warrior class, and less so but still important for other ones. I would always pick Strenght and Luck as my favourite atributes since luck is a hassle to level up and strenght gives you initial health pool. Endurance is important to always prioritise to level ups, but not in character generation. P.S. prison sentence is your friend guys. When you reach the soft block of unable to level up since all your major skills are already at max - kill some guard and sit a prison time for it which will decrease some ranndom skills (while increasing stealth ones, keep taht in mind before appointing major ones at the beginning of the game). P.S.S. ther's two major playstiles to choose in Morrowind, explorer or a town junkie. Explorer goes around the world from the get go, tries to always look at what skills he uses for balanced level ups, dies frequently to some low level shit, gets lost and frustrated constantly. Town junkie spends his days in towns, making tons of cash from stealed goods and then investing and reinvesting in his level progression untill he trully prepared for the adventure, going around the world with speed 100 and speed 50 is like day and night experience. Explorers needs to consider they carry weights, speed, health, ability to hit the enemy and gold reserves to survive and heal up from catched diseases, town junkies don't.
I would suggest a Breton battlemage. At character creation, choose luck (because you have difficult time to imrove it upon level up) AND endurance and after that, whenever you level up, ALWAYS improve endurance and do it AS SOON AS POSSIBLE. It is extremely important because it dictates how much hit points you will get in all the next level ups (cumulatively upon each level up). There is no retroactivity in this endurance thing! Then choose Atronach birthsign so even when you are still at level 1, even the most powerful of Telvanni wizards will go green with envy with how much maximum magicka you have. Once you are playing, enchant a ring that summons a ghost for FOUR seconds. As soon as the ghost appears, attack it rapidly about three or four times. This will provoke it to attack you. Once it attacks, it ALWAYS does that with a spell from destruction category. That ghost barely has enough time to attack you once so you suck its destruction power to make LOTS of mana for yourself. After that, the ghost disappears. Resulting damage to your hit/health points is from very negligible to zero. You are almost totally immune to destruction category magic. Rinse and repeat and you have TONS of maximum mana with the problem of stunted magicka SOLVED COMPLETELY with the added bonus of having an extremely mean and nasty durprise in store for any hostile mages that rely on destruction magic. If course melee and ranged enemies as well as enemy mages who use other means of attack than destruction, may still cause some degree of challenge. But even against them your character, with all this advice, should be rather powerful. Sorry, Dagoth Ur! Sorry, all other enemies and targets of Nerevarine. YOU LOSE! They will hardly even know what hit them. Relatively quick death will be their ONLY comfort...
Poor Ra'Virr. I'm squatting in his house and keep all my daedra stuff under his bed. But he's still alive and very useful as a fence. Plus he purrs whenever I walk in.
I really enjoy morrowind’s character creation and stat/skills system in general. I’ve played a lot of characters, but my fav has to be my Argonian spear master.
You are right you can enjoy it properly only once...I played oblivion before Morrowind and I never understood what to do to get +5 to attribute on level up. So after about 40 hours of playing Morrowind I looked it up...after that I broke the game...after 100 hours I have every attribute at 100 and the game is way to easy...but I still love it, the art style, factions, lore...it's so much better than later elder scrolls games, at least for me
18:24 I am playing High Elf mage with the atronarch birthsign. Its hillariously overpowered, especially in combination with mark, recall and divine intervention. It gives you a giant pool of magika with virtually no downsides. BUT the early game, before you get these spells can be an absolute pain, so be warned and alyways stock up on magika potions.
I went Breton and Lady sign for my mage, I basically took the default Mage class and swapped some minors and majors and then subbed out short blade for heavy armor. Kept unarmored so I can mix and match and took Endurance instead of Willpower. It's nice not being made of glass, especially for these first 7 levels where I could invest into Willpower and Endurance and really round out my defense, but I'm a mage with very little magic. Alchemy, enchant and the spellcrafting system are friends for sure.
Happy 20 th anniversary Morrowind, I have morrowind on series X via backwards compatibility and no mods 😉 and thank you so much. Your 8 hour morrowind video is godlike really enjoyed it and thank you good sir
@GiRayne This. Morrowind is a great game and I played for years on vanilla on xbox original, but I couldn't go back at this point. Modded Morrowind is just too good to pass on.
Not going to lie, my first character was basically a "Wait, this ISN'T Skyrim?" character, which is to say, a Nord who used giant weapons. Her name was Haelga Balgruuf, because subtlety is for noobs.
One of my all time favorite builds in Morrowind is an Altmer Battlemage born under the atronach. There is nothing like chowwing down on daedra hearts to regain Magicka.
"You can buy it here or here, but install it like this, and use this patch, and don't worry about mods or overhauls" Bro I'm playing on the Xbox like a true gamer
Such good elder scrolls videos. There’s so much to these games some people just overlook. It’s when you get into the nitty gritty that makes these games what they are
My character for my first playthrough surprisingly followed this guide more or less, he was an Imperial born under The Lady who had Endurance and Personality as his main attributes, his majors were Heavy Armor, Long Blades, Black, Mercantile, and Speech, and his minors were Armorer, Restoration, Marksman, Athletics, and Enchant.
It's a little unfortunate that this guide is needed but the number of new Morrowind players that want to fight but don't major in any combat skills is insane. I'm convinced they read some minmax guide and thought "EZ". 😅 After you're playing your sixth character and know where OP loot is that you can cheese at level 1, ok, you've achieved CHIM so what you want.
Since it's never mentioned in the video: the Thief birthsign offers 10 points of Sanctuary which buffs your ability to dodge attacks similar to the Warrior buffing chance to hit. Also, Endurance is extra good to increase because in addition to more health and fatigue, it affects how quickly your fatigue recovers. This lets you run even more before needing to stop and rest (or require less points of constant effect Restore Fatigue but that's not first playthrough material).
After I saw your first video I bit the bullet and went and played Morrowind, the version I played may have been the original Xbox version... but it was very fun! Got the game from your GOG code for my PC, I hope openmw will be enjoyable... mainly got it so I had every Elder scrolls 1-5 in order on my desktop though.
I wish I had this video when I first played Morrowind. I tried out the play styles in the opposite order to what you suggest. My stealth character seemed to be bad at everything. My mage was overstretched in all the spells I was trying to use at once. Finally playing a warrior was great, and the first time I actually played through a substantial amount of the game, and finished quest lines. I think I will have to go back to playing a mage again at some point and take your advice in mind to have more fun with it
Solid guide for beginners. I would add a few things, though. 1. Acrobatics - tremendously useful for mobility and mitigating fall damage, great for any play style. 2. I'd take Alteration over security as an unlocking option for fighters, as unlock spells are relatively cheap and easy to cast, and willpower is a far more useful attribute to someone who's melee focused than intelligence. 3. - Combat-focused stealth, even for veteran players, is just awful imo. Stealth with an emphasis on manipulation and avoidance, using illusion and speechcraft, I think can be really fun; but even after 20 years I barely register stealth combat as even being a thing. It's just so janky and, again, in my opinion, not fun. For my money the characters I've had the most fun with are typically battlemage hybrids, with an emphasis on melee and defensive magic. I particularly love the synergy between melee and conjuration. Shield, feather, levitate, and absorb all compliment a melee focus very much as well; and of course restoration. Also, some of the rewards you get from the mages guild and telvanni are pretty universally useful and can really behoove a melee character, and if you're pure melee you might never see them as you might not think to join a magic faction. Like the daedric armor with the feather enchantments you get from Therana, Aryon's gloves, or the necromancer's amulet.
Enchant can basically solve ALL problems in the entire world. Damage, healing, opening, closing, levitating, jumping, absorbing, reflecting, fortifying, restoring, waterbreathing, waterwalking, nightsight, invisibility, superspeed, persuasion, ALL OF IT.
I recall playing a mage character in morrowind and creating some minor enchanted items as early as possible to supplement my low low magicka pool. I usually play a breton with the atronach sign so alchemy and enchanting were almost staples. Even if the enchanted items only had a small number of uses they allowed me to go further without chugging a bunch of magicka potions. It was definitely not a beginner friendly character but it was very versatile and fun to play.
I really want to try the crafting once I'm comfortable with the game itself, I specifically didn't spec into any of the crafting skills this time around but they really interest me.
Enchant is something I reccomend even for beginner mages. There are a lot of usefull lowlevel enchants one can do like restore a bit of fatigue on cast. And even if you don't make your own stuff there is a ton of usefull magic items one can find and a skilled enchanter gets a lot more bang for your buck out of a enchanted ring than someone who has never even seen a enchanted item before. I'd argue that enchant is one of the most usefull skills that a mage can have since it really extends a mage's capabillity like nothing else.
As unfortunate as it is, I think most players need to have that band aid ripped off nice and early. Enchanting WILL come in to your playstyle one way or another. Even just purchasing them. There's no way you can make a perfect build, and late game the issue will be forced upon every build that isn't already a hybrid. Mages will need to fight. Fighters will need to mage. Stealth is in that weird zone where technically it can get away with it but stealth is still just bad for a long time. Not to mention having enchants removes the need for 'perfect leveling'. And yes, even pure mages want the benefit of essentially having a pocket full of extra magicka bar. Even the most bulky magicka build will tire out faster than you want.
I have a warning for people playing Altmer - as the tallest race it has problems in Telvanni towers. Trying to walk through the tiny corridors can cause you to fall out of the world and respawn at the last door you entered.
thank you so much this guide was super usefull for me. The first time i tried this game i gave up because i didnt knew how the systems worked and now im managing to get by with a combat mage
GOG link so I can commission Serana pics - af.gog.com/partner/PatricianTV?as=1708616954
man RIP i just bought the game like 4 days ago ...
@John Syzlack Serana.
@John Syzlack Serana.
@John Syzlack Serana
Bro, you hands down are the best Morrowind content creator out there. Please make more. You are very skilled at breaking down and explaining complex topics with in the game.
I tried a straight up High Elf Enchanter with the Atronach sign. Eventually he created a suit of fully enchanted Ebony Armor that basically made him like Iron Man. He would just leviate around blasting everything with elemental attacks in his regenerating, near invulnerable, suit.
why ebony? If your gonna go with heavy armor might as well go all out with Deadric, it has a higher enchant value.
@@nikushim6665 I may have.. I don't remember all of the details. I may have been waiting to get Daedric and just practicing on the ebony.. In the end, it was overpowered anyways.
@@nikushim6665 you have to kill divayth to get daedric but you can get entire suit other ways
@@Софија-крафт You don't have to kill him. disintegrate armor, calm humanoid and steal it off him. I think he was the only one with Cuirass and R.Pauldron in the base game. However Bloodmoon and tribunal added a alternate source for those.
shit like that is why Morrowind is the most fun TES game imo, when you finally get to a high level you feel like a god lol
9:12 HEY, I'll have you know the extra 12 hours of skill grinding for the 3% total stat increase compared to a non-min-maxed character is well worth it when I flaunt it to the jury at my divorce hearing later this week.
Thank you for making my toilet experience a little brighter
No regrets my friend
You could probably have perfect character in 12 hours lul
Make sure the save file with that character was included in the prenuptial agreement so your hard work doesn't get yoinked from you after the divorce is finalized. She can have the kids and the house, but my Morrowind saves are my ONLY solace in this miserable excuse of a life I have on this floating space rock.
@@MajkaSrajkaif you’re willing to use gold and alchemy, you can do it in 4
Someone I know had a strategy where he hated being snuck up on, so he made a fireball spell where he maxed out the range with just 1 damage. so he would agro every enemy in the dungeon at once and let them come to him.
Modded Skyrim let me boost the power of Destruction and Restoration skills, and it boosted the _range_ of aura skills dramatically.
If I used the Dawnguard holy aura in a dungeon, every undead in the dungeon aggro'd on me :D
25:00 I'd like to note that female Orcs, starting with 45 STR, 40 INT, 45 WIL, and 50 END (before bonuses from Class/Birthsign), also make a good choice for Battlemage type characters.
Also, worth noting is that Nord Females are good as Defensive Heavy warrior hybrids (paladin type with healing spells), a bit better than their male counterparts that are just better as a clean warrior (mostly thanks to willpower attribute)
Yep, this is my one gripe with the video and Pat makes the mistake in the original Morrowind video too. Female Orcs are explicitly set up to be perfect as Battlemages at the total expense of Spe/Agi and having the lowest starting Personality in the entire game. They're a really fun and interesting choice.
I'm gonna do this but as an illusion mage
Yup. My first character was an Orc Shaman whose magic was for buffs/utility while chopping away with an axe. Was viable as fuck.
Orks iz made for fightin' and winnin'!
End of the day, if you screw up your character, you can hit Aunius up in Wolverine Hall after getting the alchemy set from Caldera and spam bloat and ash yam to achieve chim.
Yes! Min maxing is so pointless. You don't have to go that far. Just reach a high weapon skill and use a strong weapon.
Wealth without measure... and any trainer you want.
Vivec: *Breathes in M U A T R A*
I like using spellmaking with soul trap to raise my stats at level 1
@@lunarluger3498 yeah, but will it disappear if you use dispel spell or potion??
Best tip I can give for new comers is :
Dont immediately go to the top of Caldera's mage's guild tower for a essentially a full master alchemy set.
Dont then go to Balmora to buy alchemy ingredients to create restore fatigue potions
Dont start mass producing restore fatigue potions and selling those to the scamp, to then buy more ingredients for more fatigue potions
Dont make a fortune creating a fatigue potion empire
Then dont start min-maxing your character via trainers with your early game fortune.
Dont min max until you have 100 in all attributes and skills
Honestly, this takes forever and literally ruins all progression and fun from the game.
Dont do it.
How does a new player even come across scamp? I've refused to look at the wiki despite playing for nearly a hundred hours, and I've yet to organically find the op merchants people talk about.
Imo you only ruin it for yourself by metagaming. Sounds like what you did.
@@Telthadium The scamp you should be able to find just fully exploring each town you come in. Probably early given enough guild quests direct you through [there] early on. It's the mudcrab that is literally in the middle of nowhere. Scamp is the 'less useful' one though. Though really he's just more unwieldy in getting proper use out of.
If you don't do all that you might as well not make a self-reducing skill spell so you can reduce it to 1 and train everything to 100 at starting trainers for a few hundred gold.
@@Telthadium There are quests that send you to the house where the scamp is. Also this whole min maxing thing is something I figured out after having played Morrowind for years. The min max playthrough I did was really when I realized I had just optimized the fun out of the game to a painful extent.
@@MrDeadDivision That's brilliant hahaha
Walk into Berne clan, charm them all, command humanoid and march them all out one by one into the sunlight killing the whole clan off just using your words.
That isn't very nice :(
Now that's a Aundae clan powermove.
Nice
Ah, yes. The LowTierGod build.
Dirty as hell. I love it!
Dude somehow found a way to squeeze 30 more minutes out of this game 💀 100% here for it though
I think this video idea has been in the works for years and it supplements the morrowind video well
"squeeze" I'm pretty sure this dude could, nay, already has written a dissertation on Morrowind. Not at all a squeeze.
@@dumkopf That’s what they mean. Squeezing 30 minutes out of a game, for which he previously made a 10 hour video. You’d think Patrician would have exhausted his thoughts on the game at this point.
We're officially now at over 8 hours of morrowind content
@@Telthadium and heres hoping for 8 more 🙏
I think I’ve broken basically every rule you mentioned here and ended up making a character I really love. It’s such a fun and often ridiculous game and I’m glad people still talk about it today
i still remember the first time i made a character in morrowind i was 3 years old and its funny cus i understood the class system but coulden't workout the combat system thankfully my dad was like this is the error your making now iv been playing morrowind on and off for years
These games weren’t designed with Min maxers in mind, so makes sense a more balanced playthrough would be more enjoyable Some of my best CRPG experiences were from creating loveable dumbasses.
This video is only as example to those who are really new to Morrowind
But there is no one stoping you making character you like and play, regardless does it work or not
I made Khajit that is heavy knight, of course i do not get all armor pieces to use but i did work around to fix that, it all comes down to what you are imagining how you do things
At least Morrowind is not as punishing as Daggerfall, if you make "weaker side" character, basically not optimal or not well-suited character
You get as5handed at the VERY FIRST tutorial dungeon, of course you can make any character you want but there few things you must take in account regardless of playstyle
(if you do not use cheese strats)
@@TheFloodFourm exactly!
I mean some of the advice he gave was wrong from a min/max perspective. But morrowind is one of those games that you could easily play through regardless of whatever build you choose, as long as you understood some of the basic mechanics.
As someone who’s first rated M game was Skyrim I’ve been hesitant to play a game without fast travel or quest markers but your morrowind video convinced me to get it today.
Edit: it's been three weeks and i've got 60k intelligence because of alchemy
Careful you may have to think.
You'll get filtered. It's not a game you turn your brain off.
It has fast travel, but not from anywhere to anywhere at any time.
Boats, Siltstriders, Mage's Guild porters, Propylon Chambers, Scrolls and Spells of Recall and Intervention are all options.
@@Kaftan I mean you can fast travel from anywhere at any time, using some of the spells you mentioned. It just costs MP. You can even fast travel from indoors, which you can't do in the more recent games. Once you figure out where the interventions in a region take you, they aren't much different from clicking on Whiterun on your map - and once you have mark/recall? Hell it's even _better_ fast travel than the newer installments.
In Skyrim if I'm mid dungeon and want to go sell loot, it requires me to run out of the dungeon, fast travel to a town, sell my stuff, fast travel back to the entrance of the dungeon, and make my way back to the point I left off. In Morrowind, its: Mark, Almsivi Intervention, sell stuff, recall, back to action in less than 5 mins, never had to run out of the dungeon to do it either. Way better imo.
You’ll find something beautiful. The Journal entries are so damn good! They’re detailed, and allow you to have a handy reference to what you’re doing at any time. They’ve got nested references allowing you to click through for more details about the who, what, when, where, why, and how of any quest. The only issue is orienteering, as you don’t have an innate compass. You’ll quickly get used to checking your facing on the map for directions. North is the top of the map, south is the bottom, east is the right, west is the left. You’ll do fine, keep your head on straight and if worst comes to worst, enjoy getting lost in the crazy world of Morrowind. Just like Skyrim, if you pick a direction and go you’ll eventually run into *something,* so long as you don’t go into the ocean.
*Note of Rogues;* If you want to do a Stealth playthrough, it can be worth it to mix in Conjuration, as a high enough base Conjuration will allow you to start with the Bound Dagger spell, immediately giving you access to a decently strong weapon. Later on, Command spells are very abusable, Turn Undead can make it easier to loot tombs, and any summoned creature is, obviously, going to help keep you out of a straight-up fight.
Almost go through the video without bringing up THAT IRON DAGGER
finally another new patriciantv video to watch over 50 times
What got me in was a spear build. The extra range meant that cliff racers were incredibly easy to kill, unlike the memes I had heard prior, cause you can always reach them.
I'm considering trying a spear build for my first play-though (Combat, Imperial, Lady Sign). Is medium armor worth it as a major skill, or is it a trap?
@Beans Thanks! I'll give it a try! I started last night, but did only a few quests in Balmora. I can start over and re-spec! Cheers!
What was your starting spear build then? I'm in the character menu right now trying to think.
In my first playthrough, I'm a Crusader class Argonian.. once i found the dwarven spear i havent gone to any other weapon.
a spear build? for cliff racers? they land on your face
As someone who tends to play magic a lot in this game, I'd also like to clarify a few things that could be confusing otherwise I feel (and to also help reduce frustration levels should new players go this route):
1. Resist Magicka does NOT mean 'resist all magic'. A better way of putting it would be more like, 'Resist Status Effect'. Unlike the later games where that really does mean 'resist all magic', in this it is only a defender against negative status effects. Things such as blind, burden, silence, and so on.
2. In normal OG Morrowind, Unarmored is broken unless you, ironically, wear one piece of armor. In OpenMW this bug is fixed I believe. So if you're wondering why your Unarmored skill doesn't keep you from dying very well, that's why.
3. Strong spells =/= Better spells. While casting a room-destroying fireball is great, it's mostly as a 'for fun' sorta thing. More reasonable spells are far more effective due to 'chance to cast' being a thing. In the late game, a big spell can backfire, because many of the strongest enemies/bosses have some level of 'Reflect', which means that any spells, even enchants, can bounce off and hit you instead.
4. On that same note: Magic skills (if not being trained by a trainer) level via number of successful casts in the OG Morrowind, NOT by the strength of the spell. Meaning that casting your big room-destroying fireball will give the same XP as casting a little fireball would.
5. Don't be afraid of the Mage or Apprentice birthsigns, and feel like you 'need' Atronach. Even the 50% boost from the Mage is actually quite good. That means at 100 Intelligence, you will have 150 Magicka. And there are a few artifacts you can collect later on, that can easily boost your Intelligence to 145, which will bump you to 217 Magicka (which would be 145 Magicka without). Which, compared to a non-magic focused character, that's still a little over double the magic pool that they'd have.
6. Experiment with spell effects you like. Find what works, see what enemies resist different effects.
7. Be logical: Magic effects need to be bought via owning one spell with that effect. Ergo, if you go to some mage out in the boonies, you're gonna only the basic stuff. You gotta go where the mages are to find the good stuff.
8. Don't underestimate the power of the Blunt skill *(insert weed joke here).* Having a blunt weapon (a staff is recommended) with a small Restore Fatigue or Absorb Fatigue enchant on it, either as a castable spell or as a 'cast on strike', can be tremendously useful in the early game. Both effects are extremely cheap and easy to find (even from the beginning of the game). On a similar note, Restore or Absorb Health are good too, although both are more expensive to add as an enchant. Also beware of enemies absorbing or reflecting your spells if you do. Restore Health/Fatigue as such is a safer option if you don't wanna risk it. That said, the Ebony Staff is pretty much the best weapon to enchant in the late game, so if you can find one, you've got a tremendously useful tool. There is 'Restore/Absorb Magicka', but outside of modding the game (or cheating) those effects only exist as scrolls or potions.
9. Alchemy. I don't even mean to use it to exploit (because even as someone who's played the game tons of times, I find it boring), simply the act of Alchemy is a profitable venture with a bit of careful planning. It is not that expensive to get yourself a set of Journeyman alchemy equipment and some cheap ingredients to start churning out Restore Fatigue potions. Yes there's exploits to get Master or Grand Master alchemy equipment, but again, that's boring. Before long you can have a pretty good fortune, although some would consider alchemy in any shape to be exploiting the game economy, so just go only as far as you feel it's reasonable.
10. Enchanting. Before you do anything else, use a trainer to get your Enchant skill up as reasonably high as you are able. It's a pain in the ass skill to level, but there's a few trainers around. As you are also playing the game, open every generic container you can (most of all big crates). Long as they aren't 'owned' (which in OG Morrowind you don't know this without either modding the game or activating a console command), you can take stuff from em. Most of all you want Petty soul games and Paper. Paper (blank paper only counts btw for this) can be turned into one-use enchanted items, albeit rather weak ones. Not to mention petty souls to fill those soul gems are extremely easy to find (which also means all that Soul Trap casting will help your Mysticism skill to boot). Couple these together and you can have a whole slew of weak 'scrolls' you can use. Just beware: Like so much else, you have a 'chance' to enchant something, and unless you mod it, the game does NOT tell you this. And yes, even with 100 Enchant, you can fail an enchant and lose your soul gem.
You deserve an arch mage hat, my dude. I personally would steer clear from alchemy at all costs, or at least instal a mod that makes all craftable potions cost 0 no matter what.
@@Karina-winsmore Yep on my own mage playthroughs I level alchemy PURELY as a tool by which to help myself, not to make money with. Like in the late game, combining a Diamond, Vampire Ashes, Void Salts and Comberry to make a Reflect/Spell Absorb/Restore Magicka elixir is a tremendously helpful boon, and I don't even cheese it by making god-tier exploit potions. The potions are strong enough as-is to cover any game content I might need em for.
@@TheNN my go to magic custom class in morrowind is vanilla mage but with one simple tweak - enchanting and alchemy is replaces with either social skills or movement skills. I dont take endurance as fav atribute, thats too min maxy for me.
Also, i use mod that makes mana regen from resting % based on total mana. So only 8 hours of rest instead of 40 at high mana pulls.
@@Karina-winsmore I like making Sorcerer but customized, to ditch the stupid ass Medium Armor the vanilla one has, and replace it with Blunt Weapon.
@@TheNN medium armor was a nice addition though….
Out of all elderscroll games morrowind has my favorite form of fast traveling. Using jump spells to travel is fun.
there so many fun things you can do with magic in this game that at any non mage class I play would be at least turn into a mage hybrid class in the end game.
Well there are always scrolls and cast on use enchantments. I love playing as the wannabe "mage" who just relies on enchanted items to cast his magic.
@@sup1602 One of my favorite builds was like that. A inventory full of rings, amulets, and clothing to do all my damage, buffing, and healing. Leveling was horrible but I was in love with the idea of this weak doofus franticly running around and throwing on ring after ring after belt after amulet from out of his bag to try to kill a dremora lord.
@@asmonok8186 my most recent character is a treasure hunter who only uses artifacts/enchant and is on a journey to collect all of the Tamrielic Lore items. It’s a legit challenge but has been really fun
Jump is actually my preferred way to travel. It's significantly faster than levitate, just need the HP to be able to handle the landing lol. When you get yourself a constant regenerate health ring, it becomes really good since you dont need to stop to heal anymore. Its the first enchanted item I buy every playthrough, a Jump 40 for 2 seconds ring costs about 6k so its pretty affordable early on.
@@Shmandalf Damn! Why haven't I done that sooner?
Your content is so high quality, I don't know what I'd have done with like, 56 hours of my life if you weren't here.
@Harold Haroldson Problem is, I'd probably spend that 56 hours still doing Elder Scrolls related things.
@Harold Haroldson worse investment than buying Skyrim a second time
@@dovahkiin3379 if only there was only 2 version
Great tips for first time players!
My two cents: You talk about the mechanics behind Endurance and Health but it can't be said enough that you do really NEED a large enough pool of health for the later quests, especially the expansion packs Tribunal and Bloodmoon. Stealth and Magic players should definitely be training heavy and medium armor and spear even if they never use those skills to get at least a few +5 buffs to Endurance on level up. They should really be aiming to get their Endurance to at least 60-80 as early as possible to get enough Health for end game content.
It could be emphasized that, other than Endurance, you can really level however you like and take your sweet time, even levelling inefficiently, because all the important bits of the game world are basically static and you will naturally level up to place where you can handle almost any situation. Of course, like you said, you REALLY need a 40-50 level offensive skill (destruction, long blade, marksman etc.) to even begin a character. I think a lot of players are immediately frustrated by the combat because they don't build a character or use a weapon within that range and to top it off they always fight totally Fatigued (or, fatigue-less as Morrowind would say it).
Alteration, in my opinion, is the best school of magic in Morrowind because of how useful it is. I think almost every character should pick Alteration and create 11 second 1-point levitate, water walk and water breathing spells at the Mages guild. Those spells cost 1 point and have a high success rate regardless of character class. It's good to make a low level unlock spell as well, so you don't waste your Open and Locksplitter scrolls on low level locks such as those under level 25.
Mysticism is useful for Mark, Recall, Soul Trap and Intervention but almost all the essentials can be found in very common enchanted items and this school is more difficult to level because you don't cast those spells constantly.
I think it is worth mentioning some of the essential items you should be carrying such as potions of restore strength, cure disease and cure blight potions as well as enchanted items that restore Health and Fatigue. You can solve 90% of your Morrowind pain by carrying those sorts of items as damaged attributes are serious business in Morrowind. Plus, having restore Fatigue enchanted items means you can run around the wilderness and quickly spam your restore fatigue item as soon as you spot an enemy. Also, enchanted weapons that can be cast as spells to summon Bound weapons are incredibly powerful for new characters, even giving a 10 point boost that skill while wielding the weapon.
I heartily agree that the best character for first time players is a melee, tank-like character. Honestly, I think the best possible starting character is a Redguard sword-and-board with medium or heavy armor, armorer and maybe some secondary non-class skills like alteration and possibly acrobatics as it is easy to level. You get to try out the Redguard's racial power and start with 50 in long blade which makes the start so much easier.
As for magic characters I think adding in a non-magic combat skill like blunt is very important because running out of Magicka is such an issue in Morrowind.
Great video as always!
Yeah constant effect : restore fatigue is a super strong enchantment and actually not super expensive. Usually put that on pieces that can't hold high enchant values as you don't need much, stuff like belts, greaves, etc
Six bucks is a bargain for this game. For newcomers, if one of your favorite things about oblivion and/or skyrim is magic, Morrowind has a satisfying magic system. There's not a lot of games that let me actually feel great while roleplaying a sorcerer or wizard. It's almost broken but hell of a lot of fun.
The magic system IS awesome, perhaps better than the one in Demon's Souls since you can use it for roleplaying purposes. But I have to give it to this game's atmosphere and how magic works within that context. Morrowind hasn't been topped by any other western RPG when it comes to the game's world.
@@parissmith5727 I disagree! I like Might and Magic VI, VII and VIII. These games are available on GoG for a few dollars. Yeah the graphics are closer to Daggerfall's. But the magic system is perfect. You get a spellbook with a finite number of really powerful spells which scale with your skill in magic. Early on, you can fly like a jet and cast meteor showers etc... The lore is equally enjoyable.
@@user-xg6zz8qs3q I like Might and Magic VI a lot, but I wouldn't say the gane's presentation matches something like Morrowind. I do enjoy the live action portraits and 2d sprites quite a bit but you really have to be invested in the lore to see past the presentation. Game's a lot of fun though.
@@parissmith5727 Might and Magic has better dungeons. Better music. Better magic. Movement speed is faster. The quests are much less repetitive. Overall, you get quality over quantity. In Morrowind you get quantity over quality.
*makes max sized fire spell and attacks balmora*
Want to know a peculiar fact about openMW?
When Bethsda spoke with the openMW team to discuss the legality of it and the terms they had to follow, at first they thought openMW was an android port of morrowind and that freaked them out, then the situation was explained but the openMW team still has the condition of never mentioning it's also playable on android devices.
Seems like old beth is worried about openMW affecting Blades (that crappy mobile game) sells lol.
People should point out that this is playable on mobile more often, not only because it's true but because it makes Todd seethe.
Hold on, what!? I can play openMW on my phone?
This is just blatantly false. Unless you think Bethesda was planning that hammered together rushed job as far back as 2014 which is when the exchange originally occurred.
@@Raithul works pretty well on android, but controls are rough
@@AyaKho Of course this is just a theory of mine, what is true though is the meeting in which they discussed the condition of never mentioning that openMW is playable on android, it's on their website.
Honestly, you are right in that it was a lot before blades, but probably they had always planned to do a mobile game. People should mention it more often, as it is really impressive.
@@asgoritolinasgoritolino7708 I mean Bethesda have done (read: commissioned) mobile games based off Elder Scrolls several times before.
Shadowkey, Dawnstar, Oblivion Mobile, Stormhold, and Legends all before Blades. All are a source of some obscure lore. Some you may recognize from the mod Home of the Nords.
It's pretty likely that someone on the marketting/legal team saw this and said "hey, we might want to do that ourselves one day lets check in on this."
If Bethesda was thinking about a mobile game in 2014 it was Legends. Which, while definitely not the cup of tea of the average hardcore morrowind dude (it's a card game) definitely contributes in a very real and interesting way to fourth era lore.
I've tried so many times to play as a sneaky, purely stealth-oriented character. My last try was some kind of ninja roleplay - basically, I found most ninja-like armor and used exclusively tantos and wakizashis for melee weapons and throwing stars for ranged. It was miserable. On early levels stealth just straight up doesn't work. And on higher levels doesn't matter that much. So in the end I trained unarmored, got naked, took daedric dai-katana and cleared out all daedric ruins and red mountain fortresses.
I also want to note that in vanilla Morrwind without patches hand-to-hand skill doesn't use Strength for damage. But even with damage from strength, with 100 HTH and 100 Strenght, every enemy will be a chore to kill.
In Vanilla Morrowind Unarmored doesn't do anything without having at least 1 armor piece. This is fixed with a patch.
My favorite build is just a straight up Mage Killer. Just use a standard heavy armored warrior Nord with the Atronach Birth Sign. After that I go out and get a bunch of Artifacts, really just 3 with one being optional. Like the Ring of Phynaster, Denstagmers Ring, & the Dragonbone Cuirass. I have 100% Frost Resistance because your a Nord, 50& Shock Resistance from being a Nord & the other 50% from both rings. And then a 100% resistance from the Dragonbone Cuirass. You also have 50 Spell absorption which you can either enchant for the rest or use items like the Staff of Magnus to make up the rest, but this item is completely optional and you are still a beast without it. It is awesome basically just eating or resisting most the spell in the game. You could also instead of being a true warrior be a battle mage type character to do all this and still cast spells, which would make it easier it get the Dragonbone Cuirass. So you deal heavy damage, resist a ton of damage, can cast spells if you so chose, and resist or gain from other spell casters or enchanted items. Its really just the best build in my opinion. The only problem is how many skills you have to balance if you decide to play as a Battlemage and the fact that you have to search for the Artifacts needed to make this build OP at early-ish levels. Still my favorite though because I am pretty seasoned at Morrowind.
Pure Morrowboomer poetry. Beautiful.
Go kill the mage guildmaster
You could also get the kings ring and completely resist magic
@@SwanTeeth Yeah but that's way end game while my build you can complete most the set up at level 5.
I actually like using the premade classes. They make me feel like my character had a place in the world before I played them and push me to use combinations of skills I would not otherwise use. They might be suboptimal lot of the times, but playing a character with specific weaknesses is to me more interesting than something more optimized.
I agree. It is quite fun.
I once tried to minmax HP in this game. Went with a female orc and beelined over to the Bitter Cup. End result? ...Boosted Endurance, yeah, but left with 5 Personality. Turns out there was an entire 'tier' of pissed off NPC dialogue I never knew about! Everywhere I went, it sounded like everyone has been putting up with my bullshit for _years!_
Substitute this weakness with illusion and you are golden
One thing to note about the Spellmaker is that the casting chance it reports assumes that you're at 50% Fatigue. If you're fully rested, your chance of casting a spell will be higher than what you were told when creating the spell.
25% higher.
Fatigue affecting your spell chance is big oof
@@MajkaSrajka
Fatigue affecting spellcasting chance is perfectly valid and makes a ton of sense. Affecting your haggle ability at shops is the real oof.
@@C00kiesAplenty math being borked leading to buy prices going down instead of up pass certain treshhold of your haggle score (which includes stamina) is the true oof
(your sell price goes up, your buy price goes down, but there is a rule that your buy price cannot be lower than your sell price, meaning that after the two meet, as you increase haggle ability your buy price (which includes buying million dollar custom enchants) goes up.
This in total makes stamina affecting your haggle ability a blessing in disguise, as you can reduce your haggle ability by draining your stamina xd
I should’ve guessed that even Pat would be getting into the spirit today. Great stuff as always!
Thank you bud! I somehow missed this game growing up and I'm playing it for the first time at 38 years old and really enjoying it so far. I made a bird warrior but I really want to be a mage or hybrid. The red guard hybrid sounds like a great idea
One thing to note: In OpenMW, recommended here, The Lady's fortify endurance does not actually count towards HP on level-up. (May be fixed in newer/unstable/beta releases but last I heard it was an issue.)
Same in vanilla/patch for purists
It’s a permanent buff you see listed in the buffs window so it doesn’t actually add hp, and caps you at 75 endurance for level up hp gains essentially.
Working as intended. There are mods that change it to the super OP form he talks about though which I guess he has
@@bogusjuan4998 Nope. Sorry, not the case. Booted up the game with no mods to check how it works in vanilla and Lady does indeed count towards the HP per level. I believe the buff in the menus is just a visual thing, it in truth is just a straight one time change to the Endurance value in vanilla Morrowind, which you can also tell from how your Endurance isn't highlighted in bright white as it normally would be when under the effects of a fortify effect.
So, not working as intended per se, just a flaw with the way OpenMW handles things currently.
@@mangomation3945"intended" =/= "day 1 play"
This is so bizarre. I actually installed Morrowind again on my MacBook with the help of OpenMW.
I actually thought "Hmm.. maybe actually check a guide for this run this time."
And here we are, Morrowind, the game I watched my brother play because I was too young to know English or understand the game mechanics, and which stimulated so much fantasy at my young age, has become 20 years. Thanks!
PatricianTV; Uploader of light, Uploader of magic.
Man I wish your video(and TH-cam) existed when I was a wee bab. I had to print out a gamefaqs walkthrough and navigate the mess of pages just to wrap my head around this game at the time. I don't regret a second of it.
Being able to fly sounds damn cool.
17:34 The Lord gives a spell, not a power, so it can be used more than once per day to restore health. Contrast to The Ritual which IS a power. It's not necessarily worse in every way if you have to heal multiple times in a single day. The Lord can be better in the very early game because of this, although The Ritual is much better after you acquire other methods of restoring health quickly, because of the Turn Undead spells and the fact that it doesn't come with a huge debuff when fighting against fire.
I'd unironically wouldn't mind more guides like these.
16:49 It’s worth noting that when using OpenMW the Endurance bonus from the Lady birthsign does not increase your health gain per level. On the plus side it does allow you to level Personality and Endurance above 100.
But why though?
The recently nightly builds have changed that, it functions like vanilla MW birthsigns now if you grab those instead of the stable release builds (that are honestly about 1-2 years behind the nightly builds at this point).
please note that this is no longer present in the official release 0.48.0
Happy 20th anniversary to one of my favorite games of all time and really solid work as always pat!
Sincere thanks on the openMW mention. Despite having watched the Morrowind video around a dozen times, I'm still a casul enjoyner when it comes to the original PC version. I got in deep with the SH2 Town of Silent Hill mods, but modding TES games is what I consider to be a headache. OpenMW made the process very , very easy for the essential mods.
It's very stable too. None of the falling through the floor, crashing, and other nonsense you'll get in the og game
The best Elder Scrolls game by far. I've sunk thousands of hours in the 20+ years it's been out, over countless playthroughs.
I made a pure hand-to-hand character recently. It was hell in the beginning (rats have an absurd amount of fatigue), but it was a very enjoyable challenge. Highly recommened for experienced players looking for something different.
HtH is unironnically the best build. Once you get some levels in it, your fight opener is punching someone so hard they can no longer succeed at skill checks. The fatigue penalties go for NPCs too and they are stupidly harsh. Even OP late game mages can be feasibly beaten by a flimsy character with enough HtH. Some troublesome early game powerhouse fighters lurking in caves are similar.
it's also just boring as paste. There's novelty and humor in it so long as punching a downed enemy for several minutes hasn't worn on you yet.
@@KittysDawn Just use hotkeys (available in vanilla game) to switch to a weapon when your enemy is knocked out. Strangely enough, Morrowind's healer class is perfectly setup for a hand to hand build. This class has hand to hand as a major and blunt weapon as a minor.
even scarier is if you combine it with a damage/drain fatigue spell or enchant.
have a ring loaded with that, spam it, then start swinging.
@@KittysDawn I finished playing one recently on max difficulty, made it all the way through the Fighter's Guild, Main Quest, and then Tribunal. If you go full roleplay pugilist mode where you're wearing no armor and minimal clothing, you're in for some long and tedious fights, but I think it might be manageable if you're willing to use custom fortify spells on lower difficulties (or with openMWs strength scaling on.) As for me I decked myself out in daedric gear and exquisite clothing, got myself up to 418 hand to hand with all my gear on, and an amulet + spell that gave an additional 100 for 20 seconds each. Gods fell before my mighty fist, but King Helseth's ring gave him too much regen to do anything to him. Also when I had to fight Karrod, he took so long to kill that I broke all but his right pauldron/gauntlet so he just stood there with two pieces of armor on for the rest of the game. Overall would reccomend to anybody with the patience to suffer through early game. Overall it was not that bad once I got to the point where I could start making my enchanted gear, Almalexia took less time to kill than some random bandits I killed for Percius Mercius in the dark times where I had only 100 skill with no fortify effects at all.
I'm starting a martial arts type character using HtH and blunt weapon for staffs. Main attributes being endurance and agility. Probably throw some drain fatigue, paralyze, and jump spells in to make it interesting
The sequel we've all been waiting for. Now I don't have to skip to the main quest part of the 7 hour video every time I want to create a new character.
Two big missing parts from the video:
1) Major, Minor and Specialisation Skills not only start higher, but also level faster - and quite substantially so.
Misc Skill - 125 experience needed
Minor Skill - 100 experience needed
Major Skill - 75 experience needed
Misc Skill within specialisation - 1.25*0,8 => 100 experience needed
Minor Skill within specialisation - 1*0.8 => 80 experience needed
Major Skill within specialisation - 0.75*0.8 => 60 experience needed
(There are 9 skills within specialisation)
2) Bow and Dagger damage from the Stealth specialisation scales with the Strength (0 strenght = base damage, 50 strength = 2x damage, 100 strength = 3x damage, so getting some strength as a Stealth character may be benefitial (especially considering that you may be lacking Strength progression through your level ups.
Any physical damage calculation includes STR, why mention bow and dagger damage specifically? Truth is-it’s much, much easier to substitute lack of strength than lack of agility, therefore AGI is still a more beneficial combat stat.
@@max7971 I mention bow and dagger specifically, because even if you are building archer or assasin, you should still get strength, or maybe even arguably prioritize it over agility; and because many of the modern games actually have dagger/bow damage scale damage with Agility, often better than Strength, and because Morrowind doesn't show its math so people may not know how important it is.
Agility sounds good on paper - "Im missing so Agility will make me hit more", but its effect is very small.
Agility gives you 1% chance to hit per 5 agility, Weapon Skill gives you 1% per 1 Weapon Skill. You can literally substitute 5 Agility with 1 Weapon skill, or 50 Agility with 10 Weapon Skill (hit-chance wise) to reach the same effect.
If you use your main weapon a lot, you could get +4 or 5 Weapon Skill per level, getting 4-5% hit chance and then dump +5 into Agility to effectively gain only +1% to hit from it. In 5 levels you will feel way stronger and hitting much more, but not thanks to that extra 25 Agility (5%) but thanks to 20-30 Weapon Skill (20-30% chance to hit).
The starting, "+10% weapon skill" from your race will give you as much chance to hit as 50 Agility, meanwhile comparatively a 50 Strength will increase my damage by 50% (from 200% to 300%).
IMO 10% chance to hit will always lose with 50% more damage. Proper fatigue management has an effect few times stronger than Agility.
Not to mention that hit chance works on "price is right rules", meaning any hit chance over 100% doesn't do anything - you still land the hit and deal same damage, meaning that from the about 60 weapon skill forwards you could start getting diminishing returns as you get to land all or at least vast majority of your full-fatigue hits anyway.
"The Warrior" birthsign that fortifies attack by 10% in fact increases your chance to hit by 10%, which is as much hit chance as 50 Agility (and it doesnt fall off, you can end up with both full agility AND +10 chance to hit from the warrior on top of that, which is way better deal than +25 starting agility).
On the side note, willpower is even more awful to boost Spell chance, as each Spellcasting Skill point increases chance to cast a spell by 2%, and Willpower only 1% per 5 Willpower, meaning going from 50 Willpower to 100 will have same effect as 5 Spellschool skill lol.
The only reason it can be argued that Str can be substituted easier than Agi is because Sujimma drink is broken beyond measure and if it actually was a potion o ra scroll that used a formula for it cost it would cost high-hundreds or thousand+,or because of "here is how to find daedric weapon at level 1" guides that give you 3x more damage - both make game a joke and a cakewalk at which point it is not worth arguing what is better as at that point you can pretty much complete the game at level one, and we may at this point argue the alchemy loop or crafting spells with costs so high they cause int overflow so the cost 1 mana again.
As always Patrician, good to see a new video out. I don't comment often, but as always, I watch every single one of your releases. Since your really into Morrowind, highly recommend tapping Warlockracy on here. He does a whole bunch of morrowind themed content with a great deal of the big mods n' such, great guy. Sure you two could come up with an amazing video or something along those lines.
A Patrician x Warlock video would break the algorithm. A pair of criminally underrated channels if there ever was one.
Warlockracy is an anarchosocialist, from what I've watched of Patrician he doesn't seem as much of a cuck.
@Socucius Ergalla ah, yes. We've been expecting you. You'll have to be recorded before you're officially released. There's a few ways we can do this, and the choice is yours.
I was just thinking I should do a playthrough but didnt wanna read guides last night... the timing on this is perfect!
Very nice video. Its nice to see more people recommend slotting the skills they are actually going to use throughout the game. I think a lot of new players just look up "best build" etc. and try to copy a min max build which is really tedious(unless you like auto clickers and being afk) resulting in them thinking the game is bad and never returning. Ive literally spent half my life playing this game and I love seeing people get introduced to it. My unlikely but wishful thinking is that bethesda will realise people still want these kind of rpgs and not just dumbed down versions of them. Skryim wasnt a bad game by any means but it didnt feel like an elderscrolls game to me when there is zero thought put into character creation.
I would also include a warning when spellmaking, the default or store bought spells are almost always more magicka efficient than a crafted one
thats actually a bug due to how the minimum duration calculation adds 1 second which effectively doubles the cost while providing no benefit compared to the instant store bought effects. there is an option to fix this in the codepatch
@@HPD1171 thank you
I have a fun idea I'd like to try. I call it the "Artificer"
Medium armor, Enchant, Armorer, Alchemy, and Mysticism primary. Conjuration, Alteration, Mercantile, Restoration, and Illusion secondary. Train up a single weapon skill and/or Destruction otherwise but not nessicary for this to work.
Breton, Atronach Birthsign, focus on Magic and on Intelligence and Endurance.
The goal is to be somewhat of a pacifist at first, either making or trading potions and magic items until you can reasonably survive nearly anything. Make or find a spell of Absorb Fatigue and one for Absorb Magicka, allowing you to cheekily knock someone on the ground, keep your magicka high through potions and absorbtion, and loot people of their valuables without killing them. Use a ton of magic items to simulate Destruction spells and a lot of utility while you train and/or practice your lower magic skills, using a combination of Illusion and Mercantile to make loads of money.
I remember trying the pacifist thief style once, and found it much easier to enchant an item with the damage weapons and armour effect and reverse pickpocket it onto them. It was fun stripping Balmora to the floorboards.
It would be so awesome to have a game made with the care and passion of Marrowind but with modern technology.
Shame BGS doesn't have either the modern tech or talent anymore.
Great video, time to immerse my self in a good game again and try to forget the torture that was playing Starfield.
One trick with Bound Weapons is create an item with Summon chosen weapon type for 29 seconds. You'll need an enchantable item with 2 enchantment capacity but it will only cost 1 point to cast. No matter how low your Enchant skill that one point will regenerate before the 29 seconds are up so you essentially have infinite recasts. You aren't going to have many fights that even last 29 seconds and for the few that last longer enchanted items cast instantly.
If you complete the quests and clear the smugglers cave in Seyda Neen you can afford to buy a filled Petty Soul Gem from the enchanter at the Mage's guild in Balmora and have her perform the enchantment (the total being under 2000 gold even with bad skills). If you want something a bit cheaper there's also a Khajit vendor in Balmora that will always have a Demon Tanto (summons Bound Dagger for 60 seconds) and Devil Spear (summons a Bound Spear for 60 seconds). Those will cost under 200 gold but can (very rarely) run out of charge if you use them too often in a short period of time.
Of the Bound Weapons I'd say bow, dagger, spear and axe are the best.
-The bound bow is just generally useful once you have 50 Marksman and 50 Agility if for nothing other than swatting cliff racers.
-Daggers are the best weapons in the game if you don't have Carpal Tunnel Syndrome. You can attack as quickly as you can click and once you get to high Agility and Strength you can pretty much stagger lock an enemy so they can never attack back.
-Spears have a long enough reach that, if you know how to kite the enemy by running backwards away from them, you can keep hitting them and they'll never get close enough to touch you.
-Bound Battle axes have the highest one hit damage in base game (except for a few with enchantments). Just remember you have to hold the attack button for a second to power up the attack.
It might not have the gameplay of Elden Ring or the characters of the Witcher 3, but this game manages to keep me in and coming back like no other RPG. And that's partially because of systems that in turn create the combat flaws newbies so often complain about.
It's incredible how much more in depth character building is in Morrowind.
The real build is mercantile and enchanting based. Just buy your way in to competency. Just do it.
But seriously, I've seen a lot of morrowind starter guides that are muddled and can't focus. This is nicely put and succinct. Though I'm sure a wealth of tips could be crammed in more and more and more.
Mercantile, alchemy, and enchanting means powerful items for days. Made myself a 100 dmg 18 foot aoe fireball ebony cuirass. Thing decimates anything without FR
I always start with good intentions, pick up some warrior skills, tell my self I'm going to take my time getting into the Morrowind experience. By level two I've stolen someones shoes, broken all known laws of aviation, and and uno reversed the dark brotherhood for money, so I can fund my mages guild tuition, and ash yam addiction/bloat. The only work around for this bug, seems to be playing an Argonian or Khajiit, and I must stress, it's only a partial fix.
I was able to build some OP toons with a fighter class Redguard, a magicka class Breton and a Rogue Bosmer. While this might seem rather obvious now, at the time I was new to TES games and managed to put 100s of hours into each character. Good times for sure and very interesting vid.
you took my recent skyrim addiction deeper and I thank you for your videos on Morrowind
Pick the iron dagger as a mage, got it.
Bad jokes aside I appreciate you making this. I've been hankering to play Morrowind again but it's been so damn long that I've long since forgotten how it works. I had a really good build I used to run all the time when I was younger but hell if I know how to remake it organically. This made me think I might actually give it a shot.
20:30 Restoration also covers *fortification* of abilities. A good Fortify Agility spell will easily give 100 percent of hits with increased dodging. Love being a spellsword, because those swords just do so much damage for so little cost.
I minored in Short Blade and Block and majored in Heavy Armor and Restoration, so hopefully I can fortify my defense and offense a good bit and get results.
I think that a Nord battle mage or spellsword using frost magic would be interesting since if the spells were to be reflected, then your character's 100% immunity would negate the reflect.
My first playthrough of Morrowind, I played as an Argonian at the time because I thought they were evil and cool looking. I sold the package and got lost in the swamps. I got into a knife fight with one of the residents as well. My second character was an Orc, because I thought he looked cool and evil looking. I messed my spreadsheets up, did bad things in the fighters guild and got lost in Azura's Coast fighting other Orcs.
Finally picked up Morrowind a while back after playing and loving Skyrim and Oblivion many years prior, and have been having a grand time since I figured out the importance of Agility.
The moment I realized the levelling system with atrribute bonuses worked just like Oblivion, I couldn't stop myself lmao
Another thing for magic, if you want to clear up your spell list after a while you can shift click the spell you want to remove. Once I found that out it was much easier to sort through my spells of all the low-level spells I had.
Breton, Atronach, combat specialization, attributes are willpower and endurance. majors are light armor, long blade, alchemy, alteration, athletics. Idk why but I always end up using this build in Morrowind bc of how busted it is. Love this game so much for how you can make any build and break the game with it.
This is an outstanding video. It's full of information, presented intelligibly, has interesting tips thrown in (like telekinesis to safely trigger traps) to the point and gets to what new players are looking for. Great job!
I’m a Vvardenfell veteran and I must say this is a fantastic video.
Only things I want to note are that I’m pretty sure enchantment is broken at higher levels because of the algorithms so even at 100 you’re not likely to succeed super complex enchantments. I wouldn’t bother.
Also, I play in openMW a little bit, and I think but do not know for sure that the lady does not give a bonus to your health as far as its endurance goes, although perhaps that might’ve been a patch I installed.
Ive kinda always just done the same old dark elf spellsword type build but recently went ahead with a pure warrior as a redguard and the lady birthsign and oh my god...so OP.
I always play a Red Guard or Dunmer spellsword who specializes on medium armor and longblades. It's like the Skyrim stealth Archer for me. No matter how I wanna start that's how I end up.
I use a scimitar or a similar broadsword, with a medium shield.
Magic is mainly alteration, for movement stuff and protection. I also have resto and destruction for healing and a bit of ranged poke.
i wonder how much less complaining there would have been if the game showed you the melee hit chance formula
probably around the same, but people might respect the stamina bar more
This is a nice guide. The way you show it makes characters that are immediately usable and, most importantly, fun to play. Sure, the idea of having as many skills as possible at a low level at the start is a nice concept when you want to min/max the hell out of your levelling, but it's not really that much fun. Well, to be more specific, it's fun for people who are into that kind of thing, maybe not for people who just want to play the game in their limited free time.
This is a nice guide but I think that Morrowind is pretty flawed in terms of character archetypes. Magic is overpowered. Enchanted items and artifacts are overpowered. Stealth is kinda pointless. Combat is meh. In the end end boosted stats through magic, enchantments, items and potions outweigh combat skill. More traditional RPGs have more defined archetypes. Morrowind is a jack of all trades, magic is king kinda game.
Argonian + steed + spear and you're playing chivalry with speedhack on.
Also worth noting for people coming from newer games of the series - arrows you miss stop existing so marksman can be very punishing early on before you have a steady supply of ammo and understand how npcs move around. I dont know if one of the newer patches or update mods fix this but its worth noting if you go with vanilla
+Boots of Blinding Speed. Become speed.
Loving the Morrowind resurgence lately. Will you do a mods video on it do you reckon? Or is that another monster project?
I am very cautious about this Morrowind resurgence. The last thing I want is for the game to be "updated." Morrowind is a product of its time and perfectly fine as is, I think. A few quest related bugs aside, naturally.
@@parissmith5727 since bethesda are migrating their library to steam anyways, steam workshop for morrowind in near future wouldn't hurt anyone for sure. ;P
@Lazy Sorcerer explain.
@Lazy Sorcerer i've only tried steam mods with original skyrim (2011) and never encountered any issues.
Armor makes a sound, the heavier the more of it so it's pretty important for stealth to not wear one or wear only light one. Khajit and Argonians can't wear helmets anв boots which is pretty important for warrior class, and less so but still important for other ones.
I would always pick Strenght and Luck as my favourite atributes since luck is a hassle to level up and strenght gives you initial health pool. Endurance is important to always prioritise to level ups, but not in character generation.
P.S. prison sentence is your friend guys. When you reach the soft block of unable to level up since all your major skills are already at max - kill some guard and sit a prison time for it which will decrease some ranndom skills (while increasing stealth ones, keep taht in mind before appointing major ones at the beginning of the game).
P.S.S. ther's two major playstiles to choose in Morrowind, explorer or a town junkie. Explorer goes around the world from the get go, tries to always look at what skills he uses for balanced level ups, dies frequently to some low level shit, gets lost and frustrated constantly. Town junkie spends his days in towns, making tons of cash from stealed goods and then investing and reinvesting in his level progression untill he trully prepared for the adventure, going around the world with speed 100 and speed 50 is like day and night experience. Explorers needs to consider they carry weights, speed, health, ability to hit the enemy and gold reserves to survive and heal up from catched diseases, town junkies don't.
I would suggest a Breton battlemage. At character creation, choose luck (because you have difficult time to imrove it upon level up) AND endurance and after that, whenever you level up, ALWAYS improve endurance and do it AS SOON AS POSSIBLE. It is extremely important because it dictates how much hit points you will get in all the next level ups (cumulatively upon each level up). There is no retroactivity in this endurance thing! Then choose Atronach birthsign so even when you are still at level 1, even the most powerful of Telvanni wizards will go green with envy with how much maximum magicka you have. Once you are playing, enchant a ring that summons a ghost for FOUR seconds. As soon as the ghost appears, attack it rapidly about three or four times. This will provoke it to attack you. Once it attacks, it ALWAYS does that with a spell from destruction category. That ghost barely has enough time to attack you once so you suck its destruction power to make LOTS of mana for yourself. After that, the ghost disappears. Resulting damage to your hit/health points is from very negligible to zero. You are almost totally immune to destruction category magic. Rinse and repeat and you have TONS of maximum mana with the problem of stunted magicka SOLVED COMPLETELY with the added bonus of having an extremely mean and nasty durprise in store for any hostile mages that rely on destruction magic. If course melee and ranged enemies as well as enemy mages who use other means of attack than destruction, may still cause some degree of challenge. But even against them your character, with all this advice, should be rather powerful. Sorry, Dagoth Ur! Sorry, all other enemies and targets of Nerevarine. YOU LOSE! They will hardly even know what hit them. Relatively quick death will be their ONLY comfort...
Perfect timing. I had just finished the Oblivion retrospective this morning.
Love to see new uploads! You're definitely one of my favourite creators out there. Thank you :)
Just finished your Oblivion analysis and want to give Morrowind another go so this is perfect dude
I love seeing that you use the Balmora mages guild as a staging point, I typically do as well unless I use Ra'Virr's house after I kill him
Bro I’m so glad I’m not the only person that kills ra’virr!
Why would you kill Ra'Virr?
I keep him alive to sell him skooma
Poor Ra'Virr.
I'm squatting in his house and keep all my daedra stuff under his bed.
But he's still alive and very useful as a fence.
Plus he purrs whenever I walk in.
I really enjoy morrowind’s character creation and stat/skills system in general. I’ve played a lot of characters, but my fav has to be my Argonian spear master.
You are right you can enjoy it properly only once...I played oblivion before Morrowind and I never understood what to do to get +5 to attribute on level up. So after about 40 hours of playing Morrowind I looked it up...after that I broke the game...after 100 hours I have every attribute at 100 and the game is way to easy...but I still love it, the art style, factions, lore...it's so much better than later elder scrolls games, at least for me
You are a good man, N'wah. Thank you.
18:24 I am playing High Elf mage with the atronarch birthsign. Its hillariously overpowered, especially in combination with mark, recall and divine intervention. It gives you a giant pool of magika with virtually no downsides. BUT the early game, before you get these spells can be an absolute pain, so be warned and alyways stock up on magika potions.
I went Breton and Lady sign for my mage, I basically took the default Mage class and swapped some minors and majors and then subbed out short blade for heavy armor. Kept unarmored so I can mix and match and took Endurance instead of Willpower. It's nice not being made of glass, especially for these first 7 levels where I could invest into Willpower and Endurance and really round out my defense, but I'm a mage with very little magic. Alchemy, enchant and the spellcrafting system are friends for sure.
Happy 20 th anniversary Morrowind, I have morrowind on series X via backwards compatibility and no mods 😉 and thank you so much. Your 8 hour morrowind video is godlike really enjoyed it and thank you good sir
@GiRayne This. Morrowind is a great game and I played for years on vanilla on xbox original, but I couldn't go back at this point. Modded Morrowind is just too good to pass on.
Here I was having memorised your Morrowind and Oblivion videos, thinking what to do next.
Not going to lie, my first character was basically a "Wait, this ISN'T Skyrim?" character, which is to say, a Nord who used giant weapons. Her name was Haelga Balgruuf, because subtlety is for noobs.
One of my all time favorite builds in Morrowind is an Altmer Battlemage born under the atronach. There is nothing like chowwing down on daedra hearts to regain Magicka.
"You can buy it here or here, but install it like this, and use this patch, and don't worry about mods or overhauls"
Bro I'm playing on the Xbox like a true gamer
Such good elder scrolls videos. There’s so much to these games some people just overlook. It’s when you get into the nitty gritty that makes these games what they are
My character for my first playthrough surprisingly followed this guide more or less, he was an Imperial born under The Lady who had Endurance and Personality as his main attributes, his majors were Heavy Armor, Long Blades, Black, Mercantile, and Speech, and his minors were Armorer, Restoration, Marksman, Athletics, and Enchant.
your videos are perfect for listening at work keep it up
It's a little unfortunate that this guide is needed but the number of new Morrowind players that want to fight but don't major in any combat skills is insane. I'm convinced they read some minmax guide and thought "EZ". 😅 After you're playing your sixth character and know where OP loot is that you can cheese at level 1, ok, you've achieved CHIM so what you want.
Since it's never mentioned in the video: the Thief birthsign offers 10 points of Sanctuary which buffs your ability to dodge attacks similar to the Warrior buffing chance to hit.
Also, Endurance is extra good to increase because in addition to more health and fatigue, it affects how quickly your fatigue recovers. This lets you run even more before needing to stop and rest (or require less points of constant effect Restore Fatigue but that's not first playthrough material).
After I saw your first video I bit the bullet and went and played Morrowind, the version I played may have been the original Xbox version... but it was very fun!
Got the game from your GOG code for my PC, I hope openmw will be enjoyable... mainly got it so I had every Elder scrolls 1-5 in order on my desktop though.
I wish I had this video when I first played Morrowind. I tried out the play styles in the opposite order to what you suggest. My stealth character seemed to be bad at everything. My mage was overstretched in all the spells I was trying to use at once. Finally playing a warrior was great, and the first time I actually played through a substantial amount of the game, and finished quest lines. I think I will have to go back to playing a mage again at some point and take your advice in mind to have more fun with it
I will take this as a sign from Azura, it's time for another Morrowind playthrough
Solid guide for beginners. I would add a few things, though. 1. Acrobatics - tremendously useful for mobility and mitigating fall damage, great for any play style. 2. I'd take Alteration over security as an unlocking option for fighters, as unlock spells are relatively cheap and easy to cast, and willpower is a far more useful attribute to someone who's melee focused than intelligence. 3. - Combat-focused stealth, even for veteran players, is just awful imo. Stealth with an emphasis on manipulation and avoidance, using illusion and speechcraft, I think can be really fun; but even after 20 years I barely register stealth combat as even being a thing. It's just so janky and, again, in my opinion, not fun.
For my money the characters I've had the most fun with are typically battlemage hybrids, with an emphasis on melee and defensive magic. I particularly love the synergy between melee and conjuration. Shield, feather, levitate, and absorb all compliment a melee focus very much as well; and of course restoration. Also, some of the rewards you get from the mages guild and telvanni are pretty universally useful and can really behoove a melee character, and if you're pure melee you might never see them as you might not think to join a magic faction. Like the daedric armor with the feather enchantments you get from Therana, Aryon's gloves, or the necromancer's amulet.
Can you recommend a newbie spellsword class? Or is the premade one good enough? Leaning more towards the melee side than the offensive magic.
Been playing since Xbox release. 20 years. Stamp of approval, very concise.
Damn I'm getting old.
Enchant can basically solve ALL problems in the entire world. Damage, healing, opening, closing, levitating, jumping, absorbing, reflecting, fortifying, restoring, waterbreathing, waterwalking, nightsight, invisibility, superspeed, persuasion, ALL OF IT.
I recall playing a mage character in morrowind and creating some minor enchanted items as early as possible to supplement my low low magicka pool. I usually play a breton with the atronach sign so alchemy and enchanting were almost staples. Even if the enchanted items only had a small number of uses they allowed me to go further without chugging a bunch of magicka potions. It was definitely not a beginner friendly character but it was very versatile and fun to play.
I really want to try the crafting once I'm comfortable with the game itself, I specifically didn't spec into any of the crafting skills this time around but they really interest me.
Enchant is something I reccomend even for beginner mages. There are a lot of usefull lowlevel enchants one can do like restore a bit of fatigue on cast. And even if you don't make your own stuff there is a ton of usefull magic items one can find and a skilled enchanter gets a lot more bang for your buck out of a enchanted ring than someone who has never even seen a enchanted item before. I'd argue that enchant is one of the most usefull skills that a mage can have since it really extends a mage's capabillity like nothing else.
As unfortunate as it is, I think most players need to have that band aid ripped off nice and early. Enchanting WILL come in to your playstyle one way or another. Even just purchasing them. There's no way you can make a perfect build, and late game the issue will be forced upon every build that isn't already a hybrid. Mages will need to fight. Fighters will need to mage. Stealth is in that weird zone where technically it can get away with it but stealth is still just bad for a long time. Not to mention having enchants removes the need for 'perfect leveling'.
And yes, even pure mages want the benefit of essentially having a pocket full of extra magicka bar. Even the most bulky magicka build will tire out faster than you want.
I have a warning for people playing Altmer - as the tallest race it has problems in Telvanni towers. Trying to walk through the tiny corridors can cause you to fall out of the world and respawn at the last door you entered.
thank you so much this guide was super usefull for me. The first time i tried this game i gave up because i didnt knew how the systems worked and now im managing to get by with a combat mage