![]() ![]() Major/Minor.Ĭonjuration - On paper, Conjuration is really cool. By the way, if another goes, it's Illusion first. It's a shame they got rid of it in Skyrim. There's telekinesis and travel spells, but Mysticism doesn't have much. It's almost impossible to think of magic in this game without it. Major/Minor.ĭestruction - Fire damage, Frost damage, Shock damage, Poison damage all come in a neat little package. Sounds really boring but it's cool I swear. Unlocking stuff, Levitation, Shielding from attacks, water walking. Major/Minor.Īlteration - A really good choice. ![]() You also need a calm humanoid spell to unlock training with the master enchanter. Calming creatures and people can be pretty fun, especially when frenzying a group of unaware bandits. Illusion - Paralysis can stop an enemy flat. Security - It isn't really needed in any build, unless you're a Thieves Guild character without alteration spells. Not very much defenses, but they can still be enchanted and let you move fast. However, there are invisibility spells and potions that make sneak a unneeded. Sneak - This can be decent in combination with illusion and alteration spells. You can make a ton of money by selling potions and enchanted gear. Speechcraft and Mercantile - These really aren't needed. Marksman is least recommended by me, as many spells are ranged. Spear, Axe, Blunt, Long Blade, Short Blade and Marksman - Any of these can be a good choice if you run out of Magicka, or you're saving it for a tough fight. Being a mage brings in the dough, so you can just spend money at a repairman. Minor/Misc.Īrmorer - This really isn't needed. Investing in speed is a better choice, but if you tag this, you can push the auto-walk button into a corner and walk away for a day. Misc.Īthletics - I don't even know what this does better than speed. Major/Minorīlock - I don't even think you can block with spells out, but it can be used in melee combat. Medium Armor - A decent choice between heavy armor, light armor and unarmored. Heavy Armor - Mages need to be quick on their feet in order to not be murdered and knocked over all of the time. A smart decision is to pick a few spell classes, a melee weapon/bow, and some convenience skills. Hey, did you know that character creation is mostly split into three branches? Well, don't invest in all of the magic attributes, as that is a terrible thing to do. If you don't plan on using Alchemy, Restoration or you plan on being too poor to buy potions, go right ahead. But don't fret! Such an amazing and awe-inspiring power must come with an awful downside! 100% weakness to fire. ![]() Especially with alchemy being so good, and health potions being so prominent. That, or you're just too lazy to spend the time grinding Conjuration. This isn't too bad, if you're in the early game and don't have access to some of the better Turn Undead spells. Ritual - Many people overlook necromancy in Morrowind, and lore-wise it's looked down upon, due to the native Dunmer thinking it unholy. If you aren't going for superb Magicka, you may want to go with this one. Altmer, with their extra Magicka bonus, also lack Endurance and Personality. This can be perfect, as many of the obvious magic races are super weak on Endurance and Personality. Lady - Fortify Endurance and Fortify Personality by 25 points, with NO downside. This one is most recommended by basically any mage worth their salt. Especially if you invest in Alchemy (WHICH YOU SHOULD DO). However, it isn't so bad in the late game. As there are few potions of sorcery in the early game. With amazing stats like this, there couldn't possibly be anything bad enough to counter-act something so good, right? The final part of the sign adds Stunted Magicka, meaning you don't regenerate Magicka over time. That means a Breton can have a 1.5x bonus Magicka magnifier without any negative effects.Ītronach - 2x bonus to base Magicka, and 50% spell absorption. This can be an inconvenience, but Bretons have a natural resistance to Magic. There are definitely better options than this, but it's likely the safest choice for a beginner mage.Īpprentice - 1.5x bonus to base Magicka, with a 50% weakness to Magic. As many of the creation aspects in Morrowind, they're split into three sections. ![]()
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