Creating a Character

Post » Fri May 27, 2011 7:22 am

Hey, I recently went out and bought a copy of Morrowind GOTY, I haven't played in years, and when I did play last I never completed it. I want to change that. I am trying to create a character that sort of "does it all", a character that can join most guilds and complete them, ideally naturally, not just getting money and training to meet requirements. But how do I make a character like that? I have pretty much settled on Dunmer as the race, they seem to be balanced.

I am thinking along the lines of:

Long Blade - Medium Armor - Destruction - Restoration - Security
Block - Mysticism - ???? - ???? - ????

Not sure what birthsign or skills I really should pick.

Any tips would be greatly appreciated :)
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LuCY sCoTT
 
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Post » Fri May 27, 2011 7:13 am

Well if you wish to advance your skills solely via exercise and not through training, being good at a lot of skills can be difficult (e.g. require a lot of grind). It really shouldn't matter what skills you start with as long as you have at least 1 weapon or offensive magic skill and 1 armor or unarmored skill among your major skills you are as good as you can get for a starter character. Having athletics, acrobatics, mercantile, security or alteration as major or minor also helps.

My usual tactics is that I keep using one offensive skill and one defensive skill until I have enough money to create enchantments. In the vanilla game, enchantments are the best way to keep your character's health and fatigue on top. Of course, a constant effect ench is ideal (even close to cheating depending on whom you are asking), but a simple restore health 10 pts 150+ charge enchantment can save your life quite often.
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Amanda Furtado
 
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Post » Fri May 27, 2011 6:40 am

If you're doing all three combat types, you'll really want Stealth, Destruction, and a weapon skill as major. You're just missing sneak, it looks like. I'd go with

Major: Long Blade, Sneak, Destruction, Medium Armor, Light Armor

Minor: Heavy Armor, Block, Marksman, Restoration, Mysticism.

With Mysticism (assuming that's the skill that has the open spells, I could be wrong), you don't need to waste skill slots on Security.

Birthsign: The Lover (Good agility boost, and great power for escaping quickly or killing tough enemies)

Dunmer is a good race for the destruction and long blade boost, though you could also consider breton for the magic boost. Depends which combat style you'll go for the most. But yeah, if you really can't decide, go Dunmer.
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Kayla Oatney
 
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Post » Fri May 27, 2011 3:16 pm

Hey, I recently went out and bought a copy of Morrowind GOTY, I haven't played in years, and when I did play last I never completed it. I want to change that. I am trying to create a character that sort of "does it all", a character that can join most guilds and complete them, ideally naturally, not just getting money and training to meet requirements. But how do I make a character like that? I have pretty much settled on Dunmer as the race, they seem to be balanced.

I am thinking along the lines of:

Long Blade - Medium Armor - Destruction - Restoration - Security
Block - Mysticism - ???? - ???? - ????

Not sure what birthsign or skills I really should pick.

Any tips would be greatly appreciated :)



Think "outside the box " as they say. I at one time rejected Nords because they weren to overweighted with Combat skills but there is nothing wrong with giving a Nord some magic and some stealth. Although I didn't enjoy Oblivion that much, Restoration was listed as a bonus skill. I moved this char to MW and have totally enjoyed her.
Her skills are:
Major: Block, Marksman, Speechcraft, Alchemy, Alteration Minor:Long Blade, Heavy Armor, Restoration,Sneak, Unarmored.
I figured after reading Children of the Sky that a Nord would be quite at home with high Speechcraft. Alchemy would be good for making medicines.
I gave her favored attributes of Agility and Intelligence and a Birth sign of the Lady. If you want her biography, just ask. I call her class, Partisan.
She is not a typical Nord as you can see and she has been a joy to play.
PS I avoid Medium Armor. Just not enough findable goodies there.
This is only my opinion of course.

EDIT; With a Dunmer I would not make Long Blade a Major. Melee skills max out too fast. Dunmer get a bonus for Marksman and it makes sense as a Major. IMO make Long Blade a Minor.
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Marquis deVille
 
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Post » Fri May 27, 2011 7:41 am

Just an FYI, you cannot join every guild without using glitches. Keep that in mind.
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Claire Vaux
 
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Post » Fri May 27, 2011 6:52 am

With Mysticism (assuming that's the skill that has the open spells, I could be wrong), you don't need to waste skill slots on Security.

Actually, it's alteration, but that's still a good idea, magic skills are easier to level up then security, and are more reliable when you get the skill high enough. Plus, alteration has some very fun and useful spells like jump and levitation.
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Peter lopez
 
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Post » Fri May 27, 2011 6:48 am

Just an FYI, you cannot join every guild without using glitches. Keep that in mind.



This would be the Great Houses of course.
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Lauren Denman
 
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Post » Fri May 27, 2011 1:35 pm

I play the "does it all" type character quite often (no trainers, no cantrips).

Breton/Nord
The Lady
Combat/Magic

Major: Long Blade, Destruction, Mysticism, Restoration, Security
Minor: Blunt, Short Blade, Lt. Armor, Hvy. Armor, Alteration

To make top rank in every guild you need Short Blade, Destruction, and Blunt to be at least 80 (Blunt 90 for the cult). (Long Blade 80 if House Redoran).
The rest need to be at least 30 along with Athletics and Acrobatics.

Obviously this will take a LOT of melee fighting. Once my melee skills hit ~60 I switch to lesser weapons (so it takes more hits to kill enemies).
I only use 2 Destruction spells, Fire Bite, and Fireball (ranged weapon), mainly against cliff racers, small vermin, and some undead.
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Alycia Leann grace
 
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Post » Fri May 27, 2011 7:12 pm

Thanks for all the tips!

Looking at all the comments I might add Alteration instead of Security, and instead use Short Blade or Light Armor for the thieves guild and morag tong leveling, and I guess it also gives me more variety on gear so I am not restricted to just Medium Armor and Long Blade.

If I was to have 4 magic skills then would I need to take a magic boosting birthsign if I am a Dunmer?
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Everardo Montano
 
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Post » Fri May 27, 2011 2:25 pm

Thanks for all the tips!

Looking at all the comments I might add Alteration instead of Security, and instead use Short Blade or Light Armor for the thieves guild and morag tong leveling, and I guess it also gives me more variety on gear so I am not restricted to just Medium Armor and Long Blade.

If I was to have 4 magic skills then would I need to take a magic boosting birthsign if I am a Dunmer?


If you're going to use Alteration (and Mysticism) instead of Security to open locks and disarm traps then you'll probably need more magic. If not, you can get by (with resting) and the normal amount of magicka.I use Alteration for 3 things: water walking, breathing water, and especially a 1pt. for 17 sec. levitation spell.
(Since Restoration is NOT a favored skill of the mages guild you'll need 3 other schools of magic to make rank).
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Eve(G)
 
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Post » Fri May 27, 2011 5:21 am

I was doing the same scenario you were OP, looking all over hell's creation for Morrowind cuz i couldnt find my original copy.

These are my stats:

Major

Block
Long Blade
Marksman
Heavy Armor
Destruction

good balance of skills in my view, im a level 29 Dunmer currently approaching the end game of the main quest (because I had never finished it either)

Minor
Short Blade
Alteration
Light Armor
Restoration
Enchant

Restoration and Enchant were early choices, thinking Id use them often, when really I discovered I was training Enchant so I could get points towards Intelligence so I'd have more magicka to cast better Destruction spells.
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lolli
 
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Post » Fri May 27, 2011 6:33 am

Thanks for all the tips, they gave me lots of ideas. I think I may have found a decent enough build, criticism and tips are more then welcomes :)

Race: Dunmer (Not the best choice, but I just like the way Dunmers look in this game)
Birthsign: The Mage/The Lady (Still undecided)

Major Skills: Long Blade - Medium Armor - Destruction - Restoration - Sneak
Minor: Blunt Weapon - Short Blade - Alteration - Mysticism - (For this slot I was thinking maybe Athletics, Speechcraft or Armorer, thoughts?)
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Nienna garcia
 
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Post » Fri May 27, 2011 8:33 am

^ You got it now?:)

Yea, I messed up on mineT__T I hadn't played in so long I asked someone what would be good things to pick to becoming a werewolf RP character, so I picked everything the werewolf would be good at as a major skill, only to find out know when I have become a werewolf that the skills don't stack, so my Acrobatics is 100 in human form while in werewolf its 80 and my strength in human is 220 while in werewolf form its 150, some of the things are good but its just depressing knowing that i really did it only for what seems like the werewolf transformation LOOK now...-___- I wanted to be all powerful!!!:(

Anyways good luck on urs:) I can't seem to stop playing Morrowind, for some reason I like it alot more the Oblivion yet there are some things that I like more about Oblivion than Morrowind vis versa
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Stryke Force
 
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