Enchanting time!

Post » Tue Feb 16, 2016 1:41 am

Can you tell me which enchantment I should put on my daedric stuff?


For example, I saw I could put a 32x fortify strength on my shield, but I'm basically totally undecided and overwhelmed by the amount of different things I could do.


ARe there 'builds' available online? I'm truly curious how a battlemage would enchant stuff, how a pure warrior would, and so on.


Thanks for help


And by the way, there is a chance I will be doing the alternate main quest way (meaning that I will be losing 225 hp points - no more spoiler)

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Naughty not Nice
 
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Post » Tue Feb 16, 2016 2:00 am

If you enchant enough items with Constant Effect Sanctuary to get about 160 points of that spell, then 99% of the opponents won't be able to hit you in melee combat. This won't help you against magic, just melee. It's pretty much a game breaker and I don't use it. Daedric isn't the only thing to carry. Exquisite items can carry a good amount of enchantment, as can the bug helmet the Redoran wear. An ebony staff also carries a good charge.



It's none of my business, but taking the short cut with the MQ is like french kissing your grandmother. Have fun!

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Ludivine Dupuy
 
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Post » Tue Feb 16, 2016 12:43 pm

Somehow I see this as all a part of an effort to "finish" the game without really having played it. Between boosting 18 character levels in a couple of days, grabbing rare or legendary artifacts, and creating massive fortifications, then taking the "shortcut" to avoid most of the story line, its inevitable result is a drastically overpowered character going through the motions, but no real understanding of the game. If you just want to be able to say "I beat the MQ", then that's technically semi-true (you've actually bypassed most of it); if you want to claim that "I played MW, and finished it", that's about like taking a flight to London, grabbing another flight to Berlin airport before taking a flight home, and then claiming that you "toured Europe". In short, you've missed 99.9% of the reasons for going.


To the OP, unless you really don't have the time to "play" the game, I'd strongly suggest restarting and actually seeing what the game has to offer in terms of world, storyline, and content. To a lot of players, the MQ is "optional" (at least 2 posters here have spent 2000+ hours in the game and never done the MQ), and the various House and other faction quests, or just the various minor quests scattered throughout the game world, provide a nearly endless source of very different experiences. Note that you can join House Telvanni, for example, do half a dozen of the basic early missions for advancement, and with a different character come back and do entirely different early missions for different quest givers. Going straight to Red Mountain for the final confrontation essentially misses most of the reasons for playing.
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Cesar Gomez
 
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Post » Tue Feb 16, 2016 1:20 pm

Sorry if you felt like I was ignoring you (you even answered in another of my topic) but I needed to write you a thoughtful response on why it seems I'm not listening to you or the way I'm playing morrowind feels weird. And I hope it will satisfy you a bit, given that you wrote me already two walls of text.


> Levelling


First, I noticed that morrowind is really really grindy.


[Little note: I can fix this grindy nature in the next game, Oblivion, via the use of an xp mod, but there, there is no xp mod I could use (beside a beta version on the nexus that I'm not willing to test in my first playthrough)];


hence my inattitude to start another playthrough. People have grown attached to elder scrolls levelling, and I can find the merits of it, but these, according to me are not able at all to overwhelm the defects the system shows. Basically, the way I should play is forced down my throat, asking me to abuse the game in certain ways to level the stuff.


I'm a warrior, and my first ten hours were me in front of a mudcrab to get some block skill, given the fact that most of the bandits I would find would one shot me or three shots me; I would feel punished for not going in front of these mudcrabs levelling my long swords and my block skills.


Edits: ah , a little edit. And those birds, can't remember the name, that try to get me every time I run. Holy damn, had to make a ring of invisibility. They just come get me even if I'm ten kilometers far from them. I hate them all.


Exploring is a good feeling, but only if you got what it takes. And starting from zero, with me being the mudcrab's nightmare, surely does not tempt me.



> [OTHER LITTLE ANNOYANCES]


[Fatigue] the fatigue system that is really really painful to sort off. I had to make an exquisite amulet to bear the pain of running around, because I would have almost no fatigue after 50 seconds of running. Not to mention the time passed waiting for me to restore my damn fatigue. Why am I forced to get an enchanted amulet, or my character is fast out of breath? It's because according to some people I was fool enough to be tempted by 'heavy armor' and so I deserved it. Did I? I don't know. Honestly I thought that by levelling all my stats to 100 this pain would go out. I had to ask in this forum and was answered by the gentleman Golden Sinner that the only way I would, well, I could avoid this was by getting an enchanted ring\amulet. How would I know? By figuring out? These things need time: but honestly I was out of ideas when I saw that my enchanter had no spells to be enchanted. Shouldn't he be the one providing these spells? I was a fool to think this way. Not to mention that by waiting and nto asking in these lands, I would be there playing morrowind and getting annoyed more than having a fun time.


[levelling spells related stuff] I still don't understand how one can't find the magicka system of morrowind faulty. You are basically being asked to make your own custom version of a cheap spell to level in the magical areas, and from what you have written it seems that I was cheap and powerplay to go to a trainer and level it. Honestly I levelled 6-7 of my skills via trainers, because I was pissed a lot by the fact that you can't even level some of these without a trainer himself. Wanna try sneaking around with a skill of 5? How would I know as a first player? You would be kidding me. Not to mention Endurance. Not retroactive. But intelligence is retroactive. Cool. How would I know? And how would I know that luck can be augmented only a point by a point? I would not, unless reading around.


Are these things fruit of a powerplayer? Nope. Are these fruits of an annoyed player? They are. Because frankly most of the time it felt like the whole game was against me, not the mechanics per se.


I asked what are the best enchantments, not because I wish to be the most powerful player of the galaxy (I'm level 48, I'm already the most powerful person in the game I think) but to remove annoyances.


I will replay morrowind a second time, but before doing it I will wait for the unofficial patch, and a good tes3edit tool to clean mods. Thanks for the help, and sorry if my post feel hot-headed.



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Mel E
 
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Post » Tue Feb 16, 2016 12:28 am

Again, everyone is entitled to an opinion. We have a saying in the Army, "You should never do something the first time." The point is, that first time is so screwed up that you either figure out what to do or you quit. Soldiers don't have that quit gene, so I figured out what to do. Some think that I power game, when I am just RPing an advlt character who is not a complete innocent. You actually don't have to use an enchanted ring or amulet, or do anything else I posted. You don't have to code and reload in order to survive and thrive. You don't have to pwn the game to enjoy it.

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Anna Watts
 
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Post » Tue Feb 16, 2016 12:42 am

I dunno what playstyle you have, but personally I always enchant the enchant skill (buy the spell in Mournhold) as constant effect and doing that allows me to get more use of an enchanted item e.g Ring of Equity (very useful, but requires to join House Telvanni).



I also enchant a couple of rings and buy a custom spell with the fortify enchant skill effect. I suppose there are other spell effects you want to have in a daedric tower shield.



This is what I use when I enchanted a daedric shield (150 enchanting pts) with constant effect in my current game.



Restore Intelligence 1pt


Restore Strength 1 pt


Restore Willpower 1 pt


Night-Eye 20 pts


Resist Paralysis 50 pts





I haven't played the alternative MQ before, but AFAIK you should always be able to enchant a daedric tower shield and sometimes you'll see a Golden Saint to have a daedric tower shield.



What are you talking about losing 225 enchanting points when doing the alternative MQ and not sharing any spoilers? Of course you can post spoilers in this forum in a spoiler. :P

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Izzy Coleman
 
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Post » Tue Feb 16, 2016 1:50 am

I really don't wanna sound rude, but guys, how this guy likes to play his game is none of your business. You like to take it slowly, some people like to grind and power level.



Anyway, to actually answer your question. There aren't any pages with very thoughtfully created builds (as far as I'm aware, the game is so old that there could be some, somewhere), because this isn't really a game where you're limited with what you can do, that you'd need a build to optimize your power, pretty much everything is viable, some "builds" just have a slower start. So it comes down to what you're currently using, or what looks cool to you. If you're a melee build focus on strength, endurance, and agility, and of course your weapon of choice and armor of choice. With enough agility (or/and sanctuary as mentioned above) you'll be able to avoid most of the damage, or you could go for endurance and health which will give you more HP for tanking. With weapon skills, agility, and strength you'll hit more often and deal more damage. If you want to cover everything you might avoid enchanting weapons with direct magical damage as several enemies utilize magic reflection at later levels, so you'll only end up hurting yourself, so you could consider adding just some more passive buffs to your weapon of choice, or have two weapons and switch them according to the situation.


In other words, add the effects that suit your playstyle, and buff skills and attributes that you use the most.

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Bloomer
 
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Post » Tue Feb 16, 2016 2:46 am

You're free to play the game in any way that you find enjoyable. On the other hand, my characters rarely have ANY of that exotic "stuff" until really late in the game when they really don't need it anyway. To me, the fun is in the journey, not the destination, and all of the fancy enchantments and boosted skills and attributes become pointless in a few levels anyway. The "sweet spot", in my opinion, is the levels from about 4 or 5 to around 10-15, where the character is strong enough to deal with "routine" problems easily enough, but is still in imminent danger in most of the ruins and dungeons, and requires a careful approach not to get overwhelmed or overmatched.


There is a cave just outside of Seyda Neen, with a few bandits. That's a "test" of my new characters. If they can clear that dungeon (not necessarily in one run) and survive it with starting stats and whatever they can buy from Arille's with their initial funds (and anything they decide to steal from the C&E office, depending on their moral standards), then they're "viable" as a combat character. Who needs to bash Mudcrabs to gain levels? If they're a non-combat character, intentionally, then I've got to play them differently.
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Monique Cameron
 
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Post » Tue Feb 16, 2016 11:15 am



stay on topic gents ... original point ...




-I would say that going with some strength and speed are good because that armor will weigh you down alot



-dont go sanctuary ... it will not be used 80% of the time you are not in battle , do a on cast sanctuary and night eye for like 20 secs , battles dont last much longer than that so you want to keep the cost of the enchantment down while you raise the strength



-fortify skill is good... choose a skill, i would still say make this an on cast spell as it will make the cost/strength ratio better



-if you dont have a spell already a nice invisiblity/speed or levitate spell will help you get around with ease,



-armor spell , why not , the more armor the merrier

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Dalia
 
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Post » Tue Feb 16, 2016 1:11 pm


Another good advice for adventuring and not fighting itself (although it can be used to get advantage in combat as well). Levitation ring with only a couple of seconds is especially cost effective, just keep refreshing it while you fly around (and same goes for waterwalking). A 1 second slow fall is also particularly effective for those very high jumps. Personally, I keep these reserved as enchantments for jewelry, especially for characters that aren't magic users.

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Sophie Payne
 
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