Interesting new characters

Post » Fri May 27, 2011 7:49 pm

I'm looking to do another Morrowind run. Honestly, I've done so many characters but most boil down to warriors or battlemages.

I'm trying to do something unique. I've done a full mage once but couldn't really get into it. Never done a stealth character. If I made a stealth character, what should I focus on. If I do a full mage, what are some cool enchantments I can do to make my character more powerful.

I'm looking fo literally anything to catch my interest so that I can pick this game up again. Any help would be greatly appreciated.
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Louise Dennis
 
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Post » Fri May 27, 2011 6:34 pm

Stealth can be a lot of fun. And it makes the Thieves Guild and the Morag Tong a fun play-through.
Sneaking and pickpocketing can be difficult at first, but once you get it high enough it's really interesting. Khajiits make great thieves, and are perfect for roleplaying a sneaky sort.

You can always check the http://www.gamesas.com/index.php?/topic/507083-character-database/ for many great ideas on new Classes.

Good enchantments are kinda self-explanatory. Anything that keeps you alive :P (like Restore Health, Shield, etc. Levitation and Fortify Intelligence are also handy)
http://www.uesp.net/wiki/Morrowind:Enchant#General_Tips
Absorb Helath is one of the best spells, and Summoning spells are very helpful too.

If you're on PC, there are many mods to add new content to the game.
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Alan Cutler
 
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Post » Fri May 27, 2011 6:52 pm

There's also a diplomat type character, relying entirely on wiles to get stuff done rather than force, I've done that a few times. The basic idea, for me, was to exclusively use Illusion, Conjuration (Not summons, command spells) and the various social skills combined with high personality and such, and lots of RP, it was really fun and helped me break away from the more powergamey approaches to things for a bit.
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Soph
 
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Post » Fri May 27, 2011 8:22 pm

Well, a long time back, I did an Evangelist. That makes for a pretty interesting character. Went for Speechcraft/Mercantile/Restoration/Alchemy as the primaries. With Enchant for utility purposes. I've also had fun with trying to play with the most ineffective class I could make. It's a good challenge.
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Sun of Sammy
 
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Post » Fri May 27, 2011 3:06 pm

If you go with the pure mage I would recomend getting a magicka restoration mod if you don't already have one. Before I started using them I had a lot of trouble using high cost spells even with 100 intelligence and the apprentice sign. What first put me off about pure mages is that you have to have a large, confusing list of spells that can make it a real pain to find the one your looking for at any given time. Theres probably a mod that fixes that but the way I do it is by using only custom made spells (so I can name them) and naming them catagoricly. For instance I name my fireball spell "Attack - Fireball" because the spells are organized alphabeticaly it will always appear at the top of my list so I can find it. A sample list would be:
Spoiler

Attack - Fire Bolt
Attack - Fire Touch
Attack - Frost Bolt
Attack - Frost Touch
Attack - Absorb Health
Defense - Invisibility
Defense - Sanctuary
Inflict - Charm
Inflict - Frenzy
Inflict - Paralyze
Inflict - Soul Trap
Restore - Attributes
Restore - Health A (100 health)
Restore - Health B (200 health)
Restore - Health C (400 health)
Security - Chameleon
Security - Open
Security - Telekinesis
Summon - Golden Saint
Summon - Winged Twilight
Summon - Storm Atronach
Teleport - Almsivi Intervent
Teleport - Divine Intervent
Teleport - Mark
Teleport - Recall
Travel - Dispel
Travel - Feather
Travel - Levitate
Travel - Night Eye
Travel - Water Breathing
Travel - Water Walking

Note that I'm not sure how realistic it is to have such high leveled, custom summon spells. I think they cost a lot more if they're custom but I don't really use conjuration so IDK.

Just remember to include the catagory of the spell into it's name. The first thing I usualy do with a pure mage is buy my whole list of spells. It takes a lot of money for a character that's just starting out but that's what alchemy is for.
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Everardo Montano
 
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Post » Fri May 27, 2011 10:19 pm

I try to have a biography for my characters. Knowing who they are (details about growing up as an orphan, why they were in prison etc.) will give you a sense of direction in their attributes, skills, and how they will handle a situation no matter what class they are.
I also use companion mods who introduce another dimension to my char's behavior.
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Sarah Edmunds
 
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Post » Fri May 27, 2011 2:20 pm

My hit for stealth characters is to go ahead and buy stealth training, since the stealth mechanic is broken. Basically, below about 50 it is worthless. Also, be aware that quite a few (but less than a majority) times you can be visible but not get a bounty, especially it seems picking locks outdoors away from guards. Don't bother pickpocketing, but house-raiding is great loot. As far as skills, some are a bit obvious: stealth, security, and persuasion. Others however are also useful: alteration, illusion (very useful), and mercantile. I think it's obvious the good pick for wep and armor. Also, on security. Many say it is useless compared to alteration, but there are two perks to security. One: probing, which alteration cannot do. Two: pickpocketing. Security level affects the chance of finding loot in your victim's pockets. Sorry if you knew this...
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Soku Nyorah
 
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Post » Fri May 27, 2011 11:12 pm

My hit for stealth characters is to go ahead and buy stealth training, since the stealth mechanic is broken. Basically, below about 50 it is worthless.

I have successfully pickpocketed and sneaked with a starting skill of 35-40 with many characters.

There are also some great mods that improve the feel, and add to the fun of, a Stealth character.
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Russell Davies
 
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Post » Sat May 28, 2011 1:59 am

I played nudist character once, got pretty far before I got bored. I played with a shield and a sword and rings and a necklace but no clothes. I remember I got far enough with that character to kill an ascended sleeper, I remember because it took so many tries :P
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Enie van Bied
 
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Post » Fri May 27, 2011 2:59 pm

Last i got bored i just made a nord warrior who only used hand to hand, and shunned any armor beyond gloves/boots, and ALWAYS wore a kilt.

surprisingly, he's the best charecter ive had in a long time.
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James Shaw
 
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Post » Fri May 27, 2011 5:19 pm

... One: probing, which alteration cannot do. Two: pickpocketing. Security level affects the chance of finding loot in your victim's pockets. Sorry if you knew this...



I agree with your points and you give good advice. Just re probing via magical means, telekinesis spells can activate traps from a safe distance thereby avoiding the trap effect. If I recall correctly you can also use telekinesis to attempt to pick pockets too. I've yet to really play a pure stealth character. Have created a few but not put in any serious time. Yet another thing for the list of things to do :)
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Alisia Lisha
 
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Post » Fri May 27, 2011 8:24 pm

For me, the only characters that don′t end up as Warriors/Spellswords/Battlemages after a while are pure Mages who have no weapon skills at all and do not even carry weapons around. That, combined with the versatility and fun of Magic, ensures I play Mages far more often than other classes. Though I have to admit I have taken a liking to (Arcane :P) Archers in the last few days, after trying one out just for the heck of it. Archery is pretty fun as well, and collecting enchanted arrows of various types makes for an amusing ′mini-game′.

Also, first post.
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Kim Kay
 
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