Giving Morrowind another go - tips for a good build

Post » Fri May 04, 2012 1:11 am

I have completed the main quest in Morrowind once, and I have played quite a few hours on various characters. But even having played I-don't-know how many hours in this game, it still feels new to me. It's like I can't get into it as easily as I did with Oblivion and Skyrim.

But I want to give it another go, create a new character and start exploring and questing. I am open to a wide range of characters, but I am interested in a good build that makes for a not-so challening game, and makes it possible to become quite good at higher levels.

Any tips on race, class and weapons to use? I am leaning against a warrior or maybe a battlemage-type, but I am open for suggestions. What's a good build for Morrowind in particular? What weapons are good to use?

Also, I am not interested in a bunch of mods, but is there a few, important mods I should use?

Any tips will be appreciated. :)
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Rebecca Dosch
 
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Post » Fri May 04, 2012 5:00 am

Defensive Warrior.

Race: Nord
Birthsign: The Lady
Attributes: Strength, Endurance
Major Skills: Longsword, Block, Heavy Armor, Arthletics, [Your Choice]

For your other skills, Mystisim is good for the teleportataion spells, restoration is good for a spot of healing....but other thne that, just pick ones that you think you might also use.

This is a defensive warrior character, immune to frost, 50% save against shock, high health and damage.
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Vahpie
 
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Post » Thu May 03, 2012 8:48 pm

Thanks, I will definitly consider that one! :)
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GPMG
 
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Post » Fri May 04, 2012 12:47 am

Update:

I ended up with a female Nord with Lady birthsign.

Major skills:
Blunt Weapon
Heavy Armour
Block
Long Blade
Marksman

Minor skills.
Medium Armour
Restoration
Mysticism
Speechcraft
Mercantile

I think I chose the last two because I was deciding between Nord and Imperial, and even though I chose Nord, I had Imperial in mind while choosing skills. But hopefully this will work well anyhow.
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teeny
 
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Post » Fri May 04, 2012 10:20 am

Also, I am not interested in a bunch of mods, but is there a few, important mods I should use?

Any tips will be appreciated. :smile:
I suggest using Morrowind Code Patch (MCP) and Morrowind Patch Project (MPP). MCP alters the morrowind.exe file (after backing it up) to enable a bunch of fixes (you check off which ones you want to use). MPP is a mod to fix typos, etc. in the game. If you want more mod recommendations, there are many threads (one of them pinned) in the Morrowind Mods forum.
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Beat freak
 
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Post » Fri May 04, 2012 9:24 am

MCP and MPP are the ones which everyone should get, even if you don't plan to use any mods in general, as those are the unofficial fixes.
MCP handles code related errors and also make the savegame system more stable. By default the way of saving games isn't that stable and coudl crash sometimes.
UMP or MPP handles scripting and grammar errors, such as broken quests (the magister bug in house telvanni for example)
Rest of the mods is optional and pure a matter of taste. I don't know if you like to use alternative clothes and armor, but if so then Better Bodies is recommend.
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Kelly Upshall
 
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Post » Thu May 03, 2012 10:35 pm

I am interested in a good build that makes for a not-so challening game, and makes it possible to become quite good at higher levels.

Any tips will be appreciated. :smile:

The key to becoming a strong character is to get 15 attribute points every time you level up.
You can advance 3 attributes per level (ie strength, wisdom, & agility)
You need to advance a total of 10 levels in skills of each particular attribute in order to get the 5X multiplier for each (30 skill advances in total)
But you level up with any 10 skill advances from your Major/Minor skills.
So you have to pick the 3 attributes you want to increase that level & use or train only Misc skills that require those attributes for 20 skill advances before you use your Major or Minor skills with those attributes.

So if you were a Redguard who get 15 in longsword, you would make longsword (strength) a Misc Skill & use it for mallee' until you have your misc skills advanced & then switch to an axe or blunt. (Major skill)
Always rest & level up as soon as you are eligible, if you get it wrong, put a single point in luck.
A fighter using this method will easily become more wise & intelligent than a mage who only uses magic & has all magic for major & minor skills.

Luck has no multiplier, so take it as a favourite attribute, & strength so you can carry more of what you loot.
Use unarmored or light armor early on, because heavy armor will severely limit your carrying capacity, & going bacwards & forwards to the same ruin to carry back your booty is a PITA.

Use your mark spell right beside the guy you sell your weapons & armor to, so when you get encumbered from your looting, you can cast recall & sell while still encumbered, without dropping anything.
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Siidney
 
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