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Author Topic: The Elder Scrolls III: Morrowind  (Read 50399 times)

Frumple

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Re: The Elder Scrolls III: Morrowind
« Reply #315 on: January 01, 2015, 01:51:32 am »

Disposition, eh... *mumbles something that sounds vaguely like "soultrap several hundred points of personality"*

Though yeah, bribing mostly. Once you've got some alchemy sidelined gold... stops being an issue, mostly. So can everything else, depending on how badly you abuse it, but I generally just used alchemy for cash, m'self. Or you can just strip a town or two of all its valuables and be set for bribe money for a while.

Think my best for walking out of seyda neen was... 10k? Somewhere between 8 and 10 thousand gold, if I'm not mistaken. Highest limit my memory's allowing is 13. There... wasn't much left in the town, besides the people. Well, in the town and outside wozzname's inventory.

That was a good day.
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UXLZ

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Re: The Elder Scrolls III: Morrowind
« Reply #316 on: January 01, 2015, 04:15:36 am »

Once I was strong enough I always enjoyed taunting Ordinators into attacking me and then killing them. The Indoril armor wasn't too good but it fetched a nice price and was readily available. (They also sometimes had ebony maces, I believe.)
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Arcvasti

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Re: The Elder Scrolls III: Morrowind
« Reply #317 on: January 01, 2015, 02:53:18 pm »

Once I was strong enough I always enjoyed taunting Ordinators into attacking me and then killing them. The Indoril armor wasn't too good but it fetched a nice price and was readily available. (They also sometimes had ebony maces, I believe.)

^This. Although my preferred strategy was stealing something worth 1 gold to get a bounty and then resisting arrest at them. I never really used alchemy after that one time where I boosted my Intelligence through the roof and then used my uberalchemy to make a night-eye potion. When I later drank it in a dark Sixth-House base, the screen basically turned white. And it lasted for WEEKS.
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Rakonas

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Re: The Elder Scrolls III: Morrowind
« Reply #318 on: January 01, 2015, 05:21:48 pm »

Once I was strong enough I always enjoyed taunting Ordinators into attacking me and then killing them. The Indoril armor wasn't too good but it fetched a nice price and was readily available. (They also sometimes had ebony maces, I believe.)

^This. Although my preferred strategy was stealing something worth 1 gold to get a bounty and then resisting arrest at them. I never really used alchemy after that one time where I boosted my Intelligence through the roof and then used my uberalchemy to make a night-eye potion. When I later drank it in a dark Sixth-House base, the screen basically turned white. And it lasted for WEEKS.

Night-eye is just alcohol, with superior intelligence you distill it to moonshine levels.
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UXLZ

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Re: The Elder Scrolls III: Morrowind
« Reply #319 on: January 02, 2015, 04:26:23 am »

Once I was strong enough I always enjoyed taunting Ordinators into attacking me and then killing them. The Indoril armor wasn't too good but it fetched a nice price and was readily available. (They also sometimes had ebony maces, I believe.)

^This. Although my preferred strategy was stealing something worth 1 gold to get a bounty and then resisting arrest at them. I never really used alchemy after that one time where I boosted my Intelligence through the roof and then used my uberalchemy to make a night-eye potion. When I later drank it in a dark Sixth-House base, the screen basically turned white. And it lasted for WEEKS.

Be careful with the uberalchemy, for you are messing with forces mortals are not meant to deal with.
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thegoatgod_pan

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Re: The Elder Scrolls III: Morrowind
« Reply #320 on: January 02, 2015, 05:34:38 pm »

I loved the Temple quests: it was nice to go on pilgrimage for rp purposes and worked amazingly with Atronach: praying at shrines triggered absorb magicka for some reason, and since the spells the shrines cast are absurdly long lasting they would instantly regenerate your mana pool.

Really felt like a holy warrior coming to restore my mojo, every time I prayed.
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UXLZ

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Re: The Elder Scrolls III: Morrowind
« Reply #321 on: January 02, 2015, 07:33:54 pm »

to be fair, the Atronach sign was absurdly overpowered. Play a non-mage and then it just says 'Spells miss 50% of the time they hit you.'
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Frumple

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Re: The Elder Scrolls III: Morrowind
« Reply #322 on: January 02, 2015, 07:43:06 pm »

... notably less sexy if you're playing with a magicka regen mod going, though. Unless you're playing as a no-magic character (as opposed to just not mainlining it), which... kinda' defeats the point of having the mod going at all :P

Dat mana regen makes playing with magic so much more fluid. Between that and one of the auto-leveling mods, morrowind ends up playing a lot more smoothly. It's great~
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Naryar

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Re: The Elder Scrolls III: Morrowind
« Reply #323 on: January 02, 2015, 07:44:45 pm »

Atronach was OP, yes.

As long as you had Summon Ancestral Ghost for free refilling. Well, unless you get your mana under SAG cost, but then you just had to attack the closest fire-beetle-thing (i think it was called a sload)/netch/atronach/daedroth/whatever to refill your mana.

I hear Bloodmoon is a good expansion, never played the morro expansions. Are there some other additional quest packs worth getting ?

UXLZ

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Re: The Elder Scrolls III: Morrowind
« Reply #324 on: January 02, 2015, 07:49:53 pm »

Pretty sure there's just Tribunal and Bloodmoon. They do add a fair amount, so I'd say they're worthy expansions. I wasn't that much of a fan of Bloodmoon though, to be honest. Though it was good, it was't really my style.

Weakness to Magicka amped positive effects as well, didn't it?

The biggest pain with the Atronach sign was absorbing your own Almsivi and Divine interventions. As well as Mark and Recall, I believe.
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Arcvasti

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Re: The Elder Scrolls III: Morrowind
« Reply #325 on: January 02, 2015, 07:56:47 pm »

Sloads are magic toad things on another continent or something. Shalks? Never played as an Atronach. Seemed too fiddly to get magicka. Although, now I know the shrine trick, maybe I'll give it a try. I personally preferred the sign of the Tower. The 50 pt unlock comes in handy until you can make a 100 pt unlock item and the detect keys/magic/animal spell is always useful. Lover was nice too, because of the paralysis. And I didn't really like how combat magic worked in Morrowind. Summoning monsters/weapons and then hitting away with a suitably enchanted short blade was much better most of the time. I really loved all the utility spells though. Made playing a non-magic character suitably painful without taking away their ability to do well in combat.

Tribunal is meh. The dungeon at the very end of its main quest is probably my favourite RPG dungeon of all time, the rest was less so. Bloodmoon is really cool if you go there at level ~30. Otherwise its stupid. Rieklings are literally hitler, Spriggans are hitler if his mother was a cat and the gang of criminals with paralysis weapons you face in your second quest are the 13th reich. Its really fun[And actually challenging] if you get there at the right level though.
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UXLZ

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Re: The Elder Scrolls III: Morrowind
« Reply #326 on: January 02, 2015, 08:13:56 pm »

The only thing I can really think of as a 'fire beetle' off the top of my head are the Kwamas, and they don't really have anything to do with fire...
Yeah, that was one of the things I liked a lot about Morrowind. There was so much utility (compared to the other games) or rather options. In Skyrim if you want to pick a lock the only way to do it (unless there's a key) is pick that lock. There's no Knock spell any more. Hell, there was even a Lock one in Morrowind, so you could escape and then lock the door behind you.

I always chose The Thief because it had the coolest art. My choices were Thief or the Steed, really. I tended to max out Speed ASAP anyway so it was always The thief.

I think I ended up going there after doing almost everything on the Mainland (as well as the Tribunal quest) and basically just killed everything by punching it. The only stat I didn't have maxed out was Luck. Can't quite remember the skills. All my main ones were 100 though.

The main thing I loved about Morrowind though was that it was unrestricted. No invisible walls that I can remember. No 'essential' NPC bullcrap. At least they don't actually let you know with a glaring crown-shaped talk symbol like in Oblivion. 'Hmm, this random NPC walking along the road is marked essential. I wonder where he'll show up *cough*Listener*cough*'.
In Morrowind it was like 'Sure, you can kill these quest essential guys. Of course, only if you're strong enough since most of them will kick your ass from here to Cyrodil, but if you want to, we won't stop. Just giving you a little warning to let you know that if you keep going you can't beat the main story line.'

Also, the guards had more variety.




« Last Edit: January 02, 2015, 08:17:55 pm by UXLZ »
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Arcvasti

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Re: The Elder Scrolls III: Morrowind
« Reply #327 on: January 02, 2015, 08:48:18 pm »

The only thing I can really think of as a 'fire beetle' off the top of my head are the Kwamas

Link

The main thing I loved about Morrowind though was that it was unrestricted. No invisible walls that I can remember. No 'essential' NPC bullcrap. At least they don't actually let you know with a glaring crown-shaped talk symbol like in Oblivion. 'Hmm, this random NPC walking along the road is marked essential. I wonder where he'll show up *cough*Listener*cough*'.
In Morrowind it was like 'Sure, you can kill these quest essential guys. Of course, only if you're strong enough since most of them will kick your ass from here to Cyrodil, but if you want to, we won't stop. Just giving you a little warning to let you know that if you keep going you can't beat the main story line.'

I can understand why they did the essential thing. Still remember the time I made the game completely unwinnable[Yeah, even if I'd killed Vivec, Yagrumn Bagarn wouldn't have helped me with Wraithguard] and stuck with incurable corprus by killing the wrong character. With no little warning or anything. Making all the guild NPCs essential is stupid though.

And Solstheim is NASTY if you're unprepared. I had a level 12 character with 100 Hand-to-hand. Dressed in clothes, because I was playing a monkesque guy. Could kill bears, witches, reavers, by punching them. Except Spriggans and Rieklings. The former were hard to kill and did a fuckton of damage and the latter just did a fuckton of damage. You could probably do it just fine with a larger health pool and better armour, but that was the most frustrated I'd been with the game[Well, besides the time I decided to kill all the Hands of Almalexia. That was tricky.]. The part I remember most about that character was that one escort mission where you lead the three helpless miners to Raven Rock. They were all using hand-to-hand. So was I. We basically dogpiled on everything we ran into and pummeled it into the ground. Twas fun.

Also, the guards had more variety.

They're not that much better. They just say slightly different stuff in a deeper rougher voice[Mournhold. City. Of light. City. Of MAGIC!] if they're dunmer. If you want REAL guard variety, play Daggerfall.
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Frumple

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Re: The Elder Scrolls III: Morrowind
« Reply #328 on: January 02, 2015, 08:52:04 pm »

There actually is a handful of invisible walls in morrowind. One involved in a quest, if my memory's not failing me (and that particular one was a bastard, because I had long since soultrapped waterbreathing >_>), and the big ones being, well, out in the ocean. But only like four or five, and most of those in places you... probably won't go. Otherwise walls are very visible :P
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UXLZ

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Re: The Elder Scrolls III: Morrowind
« Reply #329 on: January 02, 2015, 10:05:27 pm »


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Huh, you know, I probably did around 50-60% of the stuff that game had to offer if not more, and I literally cannot remember seeing one of those, ever.

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I can understand why they did the essential thing. Still remember the time I made the game completely unwinnable[Yeah, even if I'd killed Vivec, Yagrumn Bagarn wouldn't have helped me with Wraithguard] and stuck with incurable corprus by killing the wrong character. With no little warning or anything. Making all the guild NPCs essential is stupid though.

What, did you kill one of Fir's daughters? Also, why didn't you just set the journal entries using the console and bypassed everything that way?
I dunno, I just like the freedom it offers the most. I mean, I tried to kill Eorlund Gray-Mane just to see what he was carrying and I couldn't because the game went 'lolnope essential NPC'. The game just should have said 'The 'whatever Eorlund is important for here' quest line is broken'  and let me kill him.

Quote
And Solstheim is NASTY if you're unprepared. I had a level 12 character with 100 Hand-to-hand. Dressed in clothes, because I was playing a monkesque guy. Could kill bears, witches, reavers, by punching them. Except Spriggans and Rieklings. The former were hard to kill and did a fuckton of damage and the latter just did a fuckton of damage. You could probably do it just fine with a larger health pool and better armour, but that was the most frustrated I'd been with the game[Well, besides the time I decided to kill all the Hands of Almalexia. That was tricky.]. The part I remember most about that character was that one escort mission where you lead the three helpless miners to Raven Rock. They were all using hand-to-hand. So was I. We basically dogpiled on everything we ran into and pummeled it into the ground. Twas fun.

Yeah, but if you're over prepared like I was it's a cakewalk. The biggest issue was that f*cking sacred stones mission. Those are such a pain in the ass to find.
I think hand-to-hand for the non-beast races was actually insanely strong for 1v1s. Once you knock them out, they're staying out and you can kill them at your leisure.

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They're not that much better. They just say slightly different stuff in a deeper rougher voice[Mournhold. City. Of light. City. Of MAGIC!] if they're dunmer. If you want REAL guard variety, play Daggerfall.

Sorry, I meant compared to Skyrim and Oblivion, where there's the imperial legion and guards with slightly differently colored tunics.

Spoiler: Rant Incoming (click to show/hide)
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Ahhh~ She looked into your eyes,
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